- 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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@@ -426,9 +426,9 @@ bool monst_on_space(location loc,short m_num)
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if (univ.town.monst.dudes[m_num].active == 0)
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return false;
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if ((loc.x - univ.town.monst.dudes[m_num].cur_loc.x >= 0) &&
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(loc.x - univ.town.monst.dudes[m_num].cur_loc.x <= univ.town.monst.dudes[m_num].m_d.x_width - 1) &&
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(loc.x - univ.town.monst.dudes[m_num].cur_loc.x <= univ.town.monst.dudes[m_num].x_width - 1) &&
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(loc.y - univ.town.monst.dudes[m_num].cur_loc.y >= 0) &&
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(loc.y - univ.town.monst.dudes[m_num].cur_loc.y <= univ.town.monst.dudes[m_num].m_d.y_width - 1))
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(loc.y - univ.town.monst.dudes[m_num].cur_loc.y <= univ.town.monst.dudes[m_num].y_width - 1))
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return true;
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return false;
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@@ -450,8 +450,8 @@ bool monst_can_be_there(location loc,short m_num)
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// First clear monst away so it doesn't block itself
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univ.town.monst.dudes[m_num].cur_loc.x += 100;
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for (i = 0; i < univ.town.monst.dudes[m_num].m_d.x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[m_num].m_d.y_width; j++) {
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for (i = 0; i < univ.town.monst.dudes[m_num].x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[m_num].y_width; j++) {
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destination.x = loc.x + i; destination.y = loc.y + j;
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if ((is_blocked(destination) == true)
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|| (loc_off_act_area(destination) == true)) {
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@@ -468,8 +468,8 @@ bool monst_adjacent(location loc,short m_num)
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short i,j;
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location destination;
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for (i = 0; i < univ.town.monst.dudes[m_num].m_d.x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[m_num].m_d.y_width; j++) {
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for (i = 0; i < univ.town.monst.dudes[m_num].x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[m_num].y_width; j++) {
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destination.x = univ.town.monst.dudes[m_num].cur_loc.x + i;
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destination.y = univ.town.monst.dudes[m_num].cur_loc.y + j;
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if (adjacent(destination,loc) == true)
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@@ -483,8 +483,8 @@ bool monst_can_see(short m_num,location l)
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short i,j;
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location destination;
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for (i = 0; i < univ.town.monst.dudes[m_num].m_d.x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[m_num].m_d.y_width; j++) {
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for (i = 0; i < univ.town.monst.dudes[m_num].x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[m_num].y_width; j++) {
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destination.x = univ.town.monst.dudes[m_num].cur_loc.x + i;
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destination.y = univ.town.monst.dudes[m_num].cur_loc.y + j;
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if (can_see(destination,l,0) < 5)
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@@ -498,8 +498,8 @@ bool party_can_see_monst(short m_num)
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short i,j;
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location destination;
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for (i = 0; i < univ.town.monst.dudes[m_num].m_d.x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[m_num].m_d.y_width; j++) {
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for (i = 0; i < univ.town.monst.dudes[m_num].x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[m_num].y_width; j++) {
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destination.x = univ.town.monst.dudes[m_num].cur_loc.x + i;
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destination.y = univ.town.monst.dudes[m_num].cur_loc.y + j;
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if (party_can_see(destination) < 6)
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@@ -513,8 +513,8 @@ bool can_see_monst(location l,short m_num)
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short i,j;
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location destination;
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for (i = 0; i < univ.town.monst.dudes[m_num].m_d.x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[m_num].m_d.y_width; j++) {
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for (i = 0; i < univ.town.monst.dudes[m_num].x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[m_num].y_width; j++) {
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destination.x = univ.town.monst.dudes[m_num].cur_loc.x + i;
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destination.y = univ.town.monst.dudes[m_num].cur_loc.y + j;
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if (can_see(l,destination,0) < 5)
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