- 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
This commit is contained in:
2009-06-28 17:18:24 +00:00
parent e5ac5db275
commit 6af129c277
35 changed files with 395 additions and 1120 deletions

View File

@@ -399,7 +399,6 @@ void start_outdoor_combat(cOutdoors::cCreature encounter,ter_num_t in_which_terr
set_pc_moves();
pick_next_pc();
center = pc_pos[current_pc];
load_area_graphics();
draw_buttons(0);
put_pc_screen();
set_stat_window(current_pc);
@@ -4039,7 +4038,6 @@ void end_combat()
}
if (which_combat_type == 0) {
overall_mode = MODE_OUTDOORS;
load_area_graphics();
}
combat_active_pc = 6;
current_pc = store_current_pc;