- 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

@@ -19,7 +19,6 @@ extern bool sleep_field;
extern ter_num_t combat_terrain[64][64];
//extern unsigned char out[96][96], univ.out.out_e[96][96];
//extern unsigned char univ.out.misc_i[64][64],univ.out.sfx[64][64];
extern char terrain_blocked[256];
//extern short town_size[3];
extern cScenario scenario;
extern cUniverse univ;
@@ -393,7 +392,7 @@ void make_sfx(short i,short j, short type)
if (get_obscurity(i,j) > 0)
return;
ter = coord_to_ter(i,j);
if (terrain_blocked[ter] != 0)
if (scenario.ter_types[ter].blockage != 0)
return;
switch (type) {
// case 1: case 2: