- 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
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@@ -33,7 +33,7 @@ void monst_damaged_mes(short which_m,short how_much,short how_much_spec);
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void monst_killed_mes(short which_m);
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void print_nums(short a,short b,short c);
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short print_terrain(location space);
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void add_string_to_buf(char *string);
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void add_string_to_buf(std::string str);
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void init_buf();
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void print_buf () ;
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void restart_printing();
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