Lots of fixes large and small

- Fix crash while resting outdoors
- Fix screen not going dark while resting
- Fix crash when starting a new game from the death dialog
- Fix several typos that completely broke combat and special encounters
- Fix bless/curse being inverted when applied to PCs
- Fix booms not showing when stepping in damaging fields in combat
- Fix crash when attempting to save a game that has never before been saved (due to clicking cancel at the initial save dialog)
- Fix some of the flickering during animations
- Support "special" damage on PCs - pierces invulnerability much like it does for monsters
- Fix monster missiles sometimes being mistargeted in combat mode
- Fix iLiving->index conversion
- Add special damage to scenario editor list
This commit is contained in:
2015-01-25 23:06:13 -05:00
parent 79e03bc544
commit d877df5101
16 changed files with 78 additions and 62 deletions

View File

@@ -582,8 +582,8 @@ short choose_field_type(short cur, cDialog* parent, bool includeSpec) {
}
pic_num_t choose_damage_type(short cur, cDialog* parent) {
static const char*const damageNames[] = {"Weapon", "Fire", "Poison", "Magic", "Unblockable", "Cold", "Undead", "Demon"};
static const std::vector<pic_num_t> pics = {3,0,2,1,1,4,3,3};
static const char*const damageNames[] = {"Weapon", "Fire", "Poison", "Magic", "Unblockable", "Cold", "Undead", "Demon", "Special"};
static const std::vector<pic_num_t> pics = {3,0,2,1,1,4,3,3,1};
short prev = cur;
if(cur < 0 || cur >= pics.size()) cur = 0;
cPictChoice pic_dlg(pics, PIC_BOOM, parent);