- 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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@@ -316,7 +316,6 @@ void init_party(short mode)
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// NOT DEBUG
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build_outdoors();
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update_pc_graphics();
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}
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@@ -499,7 +498,7 @@ void put_party_in_scen(string scen_name)
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FSGetCatalogInfo(&file_ref, kFSCatInfoNone, NULL, NULL, &file_spec, NULL);
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if (!load_scenario(file_spec))
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return;
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set_up_ter_pics();
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init_party_scen_data();
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@@ -507,9 +506,7 @@ void put_party_in_scen(string scen_name)
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// graphics wise
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end_startup();
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in_startup_mode = false;
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set_up_ter_pics();
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load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
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load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
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load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
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@@ -517,7 +514,6 @@ void put_party_in_scen(string scen_name)
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stat_screen_mode = 0;
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build_outdoors();
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erase_out_specials();
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update_pc_graphics();
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current_pc = first_active_pc();
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force_town_enter(scenario.which_town_start,scenario.where_start);
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@@ -525,7 +521,6 @@ void put_party_in_scen(string scen_name)
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center = scenario.where_start;
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update_explored(scenario.where_start);
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overall_mode = MODE_TOWN;
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load_area_graphics();
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create_clip_region();
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redraw_screen();
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set_stat_window(0);
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@@ -608,7 +603,6 @@ bool create_pc(short spot,short parent_num)
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univ.party[spot].cur_sp = univ.party[spot].max_sp;
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}
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update_pc_graphics();
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return true;
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}
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@@ -2981,7 +2975,6 @@ void pc_graphic_event_filter (short item_hit)
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switch (item_hit) {
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case 1:
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univ.party[store_graphic_pc_num].which_graphic = store_pc_graphic;
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update_pc_graphics();
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if (store_graphic_mode == 0)
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toast_dialog();
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else {
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@@ -2991,7 +2984,6 @@ void pc_graphic_event_filter (short item_hit)
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break;
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case 4:
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update_pc_graphics();
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if (store_graphic_mode == 0) {
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if (univ.party[store_graphic_pc_num].main_status < MAIN_STATUS_ABSENT)
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univ.party[store_graphic_pc_num].main_status = MAIN_STATUS_ABSENT;
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