- 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

@@ -1304,10 +1304,6 @@ short place_monster(m_num_t which,location where)
univ.town.monst[i].cur_loc = where;
univ.town.monst[i].summoned = 0;
univ.town.monst[i].target = 6;
if (univ.town.monst[i].picture_num < 1000) {
add_monst_graphic(which,1);
}
univ.town.set_crate(where.x,where.y,false);
univ.town.set_barrel(where.x,where.y,false);
@@ -1389,7 +1385,6 @@ void activate_monsters(short code,short attitude)
//univ.town.monst[i].cur_loc = univ.town->creatures(i).start_loc;
univ.town.monst[i].target = 6;
add_monst_graphic(univ.town.monst[i].number,1);
univ.town.set_crate(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y,false);
univ.town.set_barrel(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y,false);
}