- Removed the ADVEN macro in favour of using the overloaded operatr[] on univ.party
- Removed all referenes to cPopulation::dudes in favour of the overloaded operator[] git-svn-id: http://openexile.googlecode.com/svn/trunk@84 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -36,7 +36,6 @@ extern bool in_startup_mode,anim_onscreen,play_sounds,frills_on,startup_loaded,p
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//extern short town_size[3];
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extern short anim_step;
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//extern party_record_type univ.party;
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//extern pc_record_type ADVEN[6];
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//extern big_tr_type t_d;
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//extern cOutdoors univ.out.outdoors[2][2];
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//extern current_town_type univ.town;
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@@ -612,7 +611,7 @@ void draw_startup_stats()
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pc_rect.bottom = pc_rect.top + 79;
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OffsetRect(&pc_rect,60 + 232 * (i / 3) - 9,95 + 45 * (i % 3));
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if (ADVEN[i].main_status > 0) {
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if (univ.party[i].main_status > 0) {
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from_rect = party_from;
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OffsetRect(&from_rect,56 * (i / 3),36 * (i % 3));
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to_rect = party_from,
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@@ -622,23 +621,23 @@ void draw_startup_stats()
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TextSize(14);
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OffsetRect(&pc_rect,35,0);
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char_win_draw_string(mainPtr,pc_rect,
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(char*)ADVEN[i].name.c_str(),0,18,true);
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(char*)univ.party[i].name.c_str(),0,18,true);
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OffsetRect(&to_rect,pc_rect.left + 8,pc_rect.top + 8);
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}
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TextSize(12);
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OffsetRect(&pc_rect,12,16);
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switch (ADVEN[i].main_status) {
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switch (univ.party[i].main_status) {
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case MAIN_STATUS_ALIVE:
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switch (ADVEN[i].race) {
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case 0: sprintf((char *) str,"Level %d Human",ADVEN[i].level); break;
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case 1: sprintf((char *) str,"Level %d Nephilim",ADVEN[i].level); break;
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case 2: sprintf((char *) str,"Level %d Slithzerikai",ADVEN[i].level); break;
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switch (univ.party[i].race) {
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case 0: sprintf((char *) str,"Level %d Human",univ.party[i].level); break;
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case 1: sprintf((char *) str,"Level %d Nephilim",univ.party[i].level); break;
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case 2: sprintf((char *) str,"Level %d Slithzerikai",univ.party[i].level); break;
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}
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char_win_draw_string(mainPtr,pc_rect,(char *) str,0,18,true);
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OffsetRect(&pc_rect,0,13);
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sprintf((char *) str,"Health %d, Spell pts. %d",
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ADVEN[i].max_health,ADVEN[i].max_sp);
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univ.party[i].max_health,univ.party[i].max_sp);
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char_win_draw_string(mainPtr,pc_rect,(char *) str,0,18,true);
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break;
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case MAIN_STATUS_DEAD:
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@@ -1180,7 +1179,7 @@ void draw_text_bar(short mode)
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}
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if ((is_combat()) && (current_pc < 6) && (monsters_going == false)) {
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std::ostringstream sout;
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sout << ADVEN[current_pc].name << " (ap: " << ADVEN[current_pc].ap << ')';
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sout << univ.party[current_pc].name << " (ap: " << univ.party[current_pc].ap << ')';
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combat_string = sout.str();
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put_text_bar((char *) combat_string.c_str());
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remember_tiny_text = 500;
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@@ -1188,8 +1187,8 @@ void draw_text_bar(short mode)
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if ((is_combat()) && (monsters_going == true)) // Print bar for 1st monster with >0 ap -
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// that is monster that is going
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for (i = 0; i < univ.town->max_monst(); i++)
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if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].ap > 0)) {
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combat_string = print_monster_going(univ.town.monst.dudes[i].number,univ.town.monst.dudes[i].ap);
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if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].ap > 0)) {
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combat_string = print_monster_going(univ.town.monst[i].number,univ.town.monst[i].ap);
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put_text_bar((char *) combat_string.c_str());
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remember_tiny_text = 500;
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i = 400;
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@@ -1490,8 +1489,8 @@ void load_town_graphics() // Setting up town monsters takes some finess, due to
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else add_terrain_to_wish_list(univ.town->terrain(i,j));
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for (i = 0; i < univ.town->max_monst(); i++)
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if ((univ.town.monst.dudes[i].number != 0) && (univ.town.monst.dudes[i].active > 0))
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add_monst_graphic(univ.town.monst.dudes[i].number,0);
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if ((univ.town.monst[i].number != 0) && (univ.town.monst[i].active > 0))
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add_monst_graphic(univ.town.monst[i].number,0);
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if (is_town())
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for (i = 0; i < 4; i++)
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for (j = 0; j < 4; j++) {
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@@ -1517,8 +1516,8 @@ void update_pc_graphics()
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temp_gworld2 = load_pict(905);
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for (i = 0; i < 6; i++)
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if (ADVEN[i].main_status > 0)
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if (ADVEN[i].which_graphic != which_graphic_index[i]) {
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if (univ.party[i].main_status > 0)
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if (univ.party[i].which_graphic != which_graphic_index[i]) {
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template_rect.left = (i / 3) * 56;
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template_rect.right = template_rect.left + 56;
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template_rect.top = (i % 3) * 36;
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@@ -1526,12 +1525,12 @@ void update_pc_graphics()
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store_source = GetPortPixMap(temp_gworld);
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source_rect.left = (ADVEN[i].which_graphic / 8) * 56;
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source_rect.left = (univ.party[i].which_graphic / 8) * 56;
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source_rect.right = source_rect.left + 56;
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// source_rect.top = (ADVEN[i].which_graphic % 8) * 36;
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// source_rect.top = (univ.party[i].which_graphic % 8) * 36;
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// source_rect.bottom = template_rect.top + 36;
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source_rect.top = 36 * (ADVEN[i].which_graphic % 8);
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source_rect.bottom = 36 * (ADVEN[i].which_graphic % 8) + 36;
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source_rect.top = 36 * (univ.party[i].which_graphic % 8);
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source_rect.bottom = 36 * (univ.party[i].which_graphic % 8) + 36;
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store_dest = GetPortPixMap(party_template_gworld);
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CopyBits ( (BitMap *) *store_source ,
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@@ -1546,7 +1545,7 @@ void update_pc_graphics()
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&source_rect, &template_rect,
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0 , NULL);
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which_graphic_index[i] = ADVEN[i].which_graphic;
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which_graphic_index[i] = univ.party[i].which_graphic;
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}
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DisposeGWorld (temp_gworld);
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DisposeGWorld (temp_gworld2);
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@@ -1814,10 +1813,10 @@ void draw_terrain(short mode)
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supressing_some_spaces = true;
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for (i = 0; i < 4; i++) ok_space[i].x = -1;
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if (current_working_monster >= 100) {
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for (i = 0; i < univ.town.monst.dudes[current_working_monster - 100].x_width; i++)
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for (j = 0; j < univ.town.monst.dudes[current_working_monster - 100].y_width; j++) {
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ok_space[i + 2 * j].x = univ.town.monst.dudes[current_working_monster - 100].cur_loc.x + i;
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ok_space[i + 2 * j].y = univ.town.monst.dudes[current_working_monster - 100].cur_loc.y + j;
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for (i = 0; i < univ.town.monst[current_working_monster - 100].x_width; i++)
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for (j = 0; j < univ.town.monst[current_working_monster - 100].y_width; j++) {
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ok_space[i + 2 * j].x = univ.town.monst[current_working_monster - 100].cur_loc.x + i;
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ok_space[i + 2 * j].y = univ.town.monst[current_working_monster - 100].cur_loc.y + j;
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ok_space[i + 2 * j].x = ok_space[i + 2 * j].x - center.x + 4;
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ok_space[i + 2 * j].y = ok_space[i + 2 * j].y - center.y + 4;
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}
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@@ -2552,8 +2551,8 @@ void boom_space(location where,short mode,short type,short damage,short sound)
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// adjust for possible big monster
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which_m = monst_there(where);
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if (which_m < 90) {
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x_adj += 14 * (univ.town.monst.dudes[which_m].x_width - 1);
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y_adj += 18 * (univ.town.monst.dudes[which_m].y_width - 1);
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x_adj += 14 * (univ.town.monst[which_m].x_width - 1);
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y_adj += 18 * (univ.town.monst[which_m].y_width - 1);
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}
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OffsetRect(&dest_rect,where_draw.x * 28,where_draw.y * 36);
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source_rect = store_rect = dest_rect;
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@@ -2798,7 +2797,7 @@ bool party_toast()
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short i;
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for (i = 0; i < 6; i++)
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if (ADVEN[i].main_status == 1)
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if (univ.party[i].main_status == 1)
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return false;
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return true;
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}
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