- 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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@@ -5,8 +5,6 @@ void draw_pcs(location center,short mode);
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void draw_outd_boats(location center);
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void draw_town_boat(location center) ;
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void draw_party_symbol(short mode,location center);
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Rect get_terrain_template_rect (ter_num_t type_wanted);
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Rect return_item_rect(short wanted);
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Rect get_monster_rect (unsigned char type_wanted,short mode) ;
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Rect get_monster_template_rect (unsigned short type_wanted,short mode,short which_part) ;
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Rect get_item_template_rect (short type_wanted);
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@@ -14,8 +12,6 @@ bool is_fluid(ter_num_t ter_type);
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bool is_shore(ter_num_t ter_type);
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bool is_wall(ter_num_t ter_type);
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bool is_ground(ter_num_t ter_type);
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//void make_town_trim(short mode);
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//void make_out_trim();
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char get_fluid_trim(location where,ter_num_t ter_type);
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void check_if_monst_seen(unsigned short m_num);
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void adjust_monst_menu();
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