- Made add_string_to_buf accept a string rather than a char*, and began to take advantage of this.

- Added an operator[] to cParty; I intend to get rid of the ADVEN macro eventually in favour of accessing PCs with the operator
- Added using cMonster::operator= to cCreature, because this will be needed once I rearrange these two structures.
- Added an operator= to the cPopulation type, so that the "monst.dudes[...]" redundancy can be avoide.
- Added outdoors and towns members to the scenario class for future use (they will old all the outdoor sections and towns, respectively, from the current scenario)

git-svn-id: http://openexile.googlecode.com/svn/trunk@81 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-05-30 03:36:41 +00:00
parent 5c91bc4062
commit d2d88311db
11 changed files with 31 additions and 31 deletions

View File

@@ -215,7 +215,7 @@ enum eTrapType {
TRAP_DART = 2,
TRAP_GAS = 3, // poisons all
TRAP_EXPLOSION = 4, // damages all => uses c_town.difficulty rather than trap_level to calculates damages (and even c_town.difficulty /13).
TRAP_SLEEP_RAY = 5,
TRAP_SLEEP_RAY = 5, // TODO: Rename "Paralysis ray"
TRAP_FALSE_ALARM = 6,
TRAP_DRAIN_XP = 7,
TRAP_ALERT = 8, // makes town hostile