- Nuked the storage_gworld and party_template_gworld. Monster, terrain, and PC graphics are now drawn directly from their sheets of origin. This is partly tested, and seems to work fine.
- Removed the terrain_pic and terrain_blockage arrays, which were redundant (though shorter). - Cleaned out some of the commented code in boe.graphics.cpp and boe.graphutil.cpp - Added a templated get function to cOutdoors::cWandering. In the dialog engine: - Important fields are now initialized to default values, as they should be. - The absence of required attributes is now recognized as an error - Added stack element to the DTD; no code support yet - Added fore attribute to the dialog element to specify default text colour; DTD updated and code support added. - Likewise with the def-key attribute on other clickable items besides buttons (which already had it) - Updated stylesheet to fall back on the fore attribute when colour is unspecified - When drawing default monster graphics, it uses m_start_pic instead of num as the index. This should be right, though it's untested. Unfortunately, the dialog engine is still unstable. git-svn-id: http://openexile.googlecode.com/svn/trunk@100 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -399,7 +399,6 @@ void start_outdoor_combat(cOutdoors::cCreature encounter,ter_num_t in_which_terr
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set_pc_moves();
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pick_next_pc();
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center = pc_pos[current_pc];
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load_area_graphics();
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draw_buttons(0);
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put_pc_screen();
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set_stat_window(current_pc);
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@@ -4039,7 +4038,6 @@ void end_combat()
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}
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if (which_combat_type == 0) {
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overall_mode = MODE_OUTDOORS;
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load_area_graphics();
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}
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combat_active_pc = 6;
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current_pc = store_current_pc;
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