- Finally fixed the bug which prevented monsters from appearing in town.

- Attempted in vain to fix the crash when showing the Choose Custom Scenario dialog.
- Cleaned out the commented code in boe.global.h.
- Changed name of scen_header_type::default_ground to rating to reflect its actual use.

git-svn-id: http://openexile.googlecode.com/svn/trunk@83 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-05-30 22:47:09 +00:00
parent 4359bb558e
commit aa2f13c679
20 changed files with 562 additions and 794 deletions

View File

@@ -60,12 +60,11 @@ extern short terrain_pic[256],cur_town_talk_loaded;
extern cScenario scenario;
extern cUniverse univ;
//extern piles_of_stuff_dumping_type *data_store;
extern std::vector<scen_header_str_type> scen_header_strs;
//std::vector<std::string> scen_names;
//stored_town_maps_type town_maps;
//extern talking_record_type talking;
//extern outdoor_strs_type outdoor_text[2][2];
extern std::vector<scen_header_type> scen_headers;
cScenarioList scen_headers;
extern ter_num_t combat_terrain[64][64];
extern bool belt_present;
extern bool mac_is_intel;
@@ -1217,7 +1216,7 @@ void build_scen_headers()
}
index++;
}while (err == noErr);
if (scen_header_strs.size() == 0) { // no scens present
if (scen_headers.size() == 0) { // no scens present
}
FSCloseIterator(iter);
}
@@ -1300,8 +1299,7 @@ bool load_scenario_header(FSRef file/*,short header_entry*/){
scen_strs.file == "busywork.exs" */)
return false;
scen_headers.push_back(curScen);
scen_header_strs.push_back(scen_strs);
scen_headers.push_back(curScen,scen_strs);
// for (i = 0; i < 3; i++) {
// store = (short) scenario.scen_str_len[i];
// len = (long) (store);