- 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

@@ -58,9 +58,6 @@ extern cUniverse univ;
//extern talking_record_type talking;
extern GWorldPtr pc_gworld;
short terrain_pic[256];
extern cScenarioList scen_headers;
short sign_mode,person_graphic,store_person_graphic,store_sign_mode;
@@ -1130,8 +1127,8 @@ void do_sign(short town_num, short which_sign, short sign_type,location sign_loc
cd_create_dialog(1014,mainPtr);
store_sign_mode = sign_type;
if (terrain_pic[sign_type] < 1000)
csp(1014,3,terrain_pic[sign_type],PICT_TER);
if (scenario.ter_types[sign_type].picture < 1000)
csp(1014,3,scenario.ter_types[sign_type].picture,PICT_TER);
else csp(1014,3,94,PICT_TER);
if (town_num >= 200) {