- 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
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@@ -479,13 +479,13 @@ void put_monst_info()////
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Str255 str;
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short abil,i;
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if ( store_m->m_d.spec_skill == MONSTER_INVISIBLE)
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cd_set_pict(999,4,400,PICT_MONST);// should probably be PICT_BLANK?
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else if (store_m->m_d.picture_num < 1000)
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cd_set_pict(999,4,store_m->m_d.picture_num,PICT_MONST);
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if ( store_m->spec_skill == MONSTER_INVISIBLE)
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cd_set_pict(999,4,400,PICT_MONST);// TODO: should probably be PICT_BLANK?
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else if (store_m->picture_num < 1000)
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cd_set_pict(999,4,store_m->picture_num,PICT_MONST);
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else {
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short type_g = PICT_CUSTOM + PICT_MONST;
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short size_g = store_m->m_d.picture_num / 1000;
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short size_g = store_m->picture_num / 1000;
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switch(size_g){
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case 2:
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type_g += PICT_WIDE_MONSTER;
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@@ -497,7 +497,7 @@ void put_monst_info()////
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type_g += PICT_WIDE_MONSTER + PICT_TALL_MONSTER;
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break;
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}
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cd_set_pict(999,4,(store_m->m_d.picture_num % 1000), type_g);
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cd_set_pict(999,4,(store_m->picture_num % 1000), type_g);
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}
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store_text = get_m_name(store_m->number);
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@@ -507,34 +507,34 @@ void put_monst_info()////
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cd_set_item_text(999,i,"");
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}
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abil = store_m->m_d.spec_skill;
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abil = store_m->spec_skill;
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get_str(str,20,abil + 1);
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cd_set_item_text(999,19,(char *) str);
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get_str(str,20,store_m->m_d.radiate_1 + 50);
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get_str(str,20,store_m->radiate_1 + 50);
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cd_set_item_text(999,31,(char *) str);
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for (i = 0; i < 3; i++)
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if (store_m->m_d.a[i] > 0) {
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if (store_m->a[i] > 0) {
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std::ostringstream sout(store_text);
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sout << store_m->m_d.a[i] / 100 + 1 << 'd' << store_m->m_d.a[i] % 100;
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sout << store_m->a[i] / 100 + 1 << 'd' << store_m->a[i] % 100;
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store_text = sout.str();
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cd_set_item_text(999,13 + i,store_text.c_str());
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}
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cd_set_item_num(999,6,store_m->m_d.level);
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cd_set_item_num(999,7,store_m->m_d.health);
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cd_set_item_num(999,8,store_m->m_d.mp);
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cd_set_item_num(999,9,store_m->m_d.armor);
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cd_set_item_num(999,10,store_m->m_d.skill);
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cd_set_item_num(999,11,store_m->m_d.morale);
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cd_set_item_num(999,12,store_m->m_d.speed);
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cd_set_item_num(999,16,store_m->m_d.mu);
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cd_set_item_num(999,17,store_m->m_d.cl);
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cd_set_item_num(999,18,store_m->m_d.poison);
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cd_set_item_num(999,6,store_m->level);
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cd_set_item_num(999,7,store_m->health);
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cd_set_item_num(999,8,store_m->mp);
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cd_set_item_num(999,9,store_m->armor);
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cd_set_item_num(999,10,store_m->skill);
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cd_set_item_num(999,11,store_m->morale);
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cd_set_item_num(999,12,store_m->speed);
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cd_set_item_num(999,16,store_m->mu);
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cd_set_item_num(999,17,store_m->cl);
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cd_set_item_num(999,18,store_m->poison);
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// 2140 - lit 2141 - dark
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// immunities
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for (i = 0; i < 8; i++)
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if (store_m->m_d.immunities & (char)(s_pow(2,i)))
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if (store_m->immunities & (char)(s_pow(2,i)))
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cd_set_led(999,20 + i,1);
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else cd_set_led(999,20 + i,0);
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@@ -562,7 +562,7 @@ void display_monst_event_filter (short item_hit)
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if (on_monst_menu[position] < 0)
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position = 0;
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store_m->number = on_monst_menu[position];
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store_m->m_d = return_monster_template(on_monst_menu[position]);
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*store_m = *store_m; // to fill in fields that wouldn't otherwise be filled in; replaces return_monster_template
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put_monst_info();
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break;
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case 29:
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@@ -570,7 +570,7 @@ void display_monst_event_filter (short item_hit)
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if (on_monst_menu[position] < 0)
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position = 0;
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store_m->number = on_monst_menu[position];
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store_m->m_d = return_monster_template(on_monst_menu[position]);
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*store_m = *store_m; // no, this is not redundant
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put_monst_info();
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break;
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@@ -593,7 +593,7 @@ void display_monst(short array_pos,cCreature *which_m,short mode)
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full_roster = true;
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store_m = &hold_m;
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store_m->number = on_monst_menu[array_pos];
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store_m->m_d = return_monster_template(on_monst_menu[array_pos]);
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*store_m = *store_m; // yes, this DOES do something
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}
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else {
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hold_m = *which_m;
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