Little tweaks/fixes
- It's now possible to cancel dropping an item, by pressing the drop button again - Another fix for the issue with bad outdoor encounters - Add frame around item palette entries
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@@ -759,7 +759,10 @@ static void handle_give_item(short item_hit, bool& did_something, bool& need_red
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}
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static void handle_drop_item(short item_hit, bool& need_redraw) {
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if(!prime_time())
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if(overall_mode == MODE_DROP_TOWN || overall_mode == MODE_DROP_COMBAT) {
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add_string_to_buf("Drop item: Cancelled");
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overall_mode = is_town() ? MODE_TOWN : MODE_COMBAT;
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} else if(!prime_time())
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add_string_to_buf("Drop item: Finish what you're doing first.");
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else if(is_out())
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drop_item(stat_window,item_hit,univ.party.p_loc);
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@@ -119,6 +119,8 @@ void cOutdoors::append(legacy::outdoor_record_type& old){
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cOutdoors::cWandering::cWandering() {
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spec_on_meet = spec_on_win = spec_on_flee = -1;
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end_spec1 = end_spec2 = -1;
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std::fill(monst.begin(), monst.end(), 0);
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std::fill(friendly.begin(), friendly.end(), 0);
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}
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cOutdoors::cOutdoors(cScenario& scenario, bool init_strings) : scenario(scenario) {
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@@ -39,7 +39,8 @@ cParty::cParty(cUniverse& univ, long party_preset) : univ(univ) {
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for(int i = 0; i < 5; i++)
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for(int j = 0; j < 10; j++)
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magic_store_items[i][j].variety = eItemType::NO_ITEM;
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for(int i = 0; i < 10; i++)
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out_c[i].exists = false;
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for(int i = 0; i < 6; i++)
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adven[i] = new cPlayer(*this, party_preset, i);
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}
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@@ -643,6 +643,7 @@ void set_up_terrain_buttons(bool reset) {
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case DRAW_ITEM:
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pic = scenario.scen_items[i].graphic_num;
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tiny_to = terrain_rects[i - first];
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frame_rect(terrain_buttons_gworld, tiny_to, sf::Color::Black);
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if(pic >= 1000) {
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sf::Texture* source_gworld;
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graf_pos_ref(source_gworld, ter_from) = spec_scen_g.find_graphic(pic % 1000);
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