- 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

@@ -133,8 +133,8 @@ public:
unsigned short radiate_2; // I THINK this is the extra field for the second ability TODO: Delete in favour of cAbility
unsigned char default_attitude;
unsigned char summon_type;
unsigned char default_facial_pic;
short picture_num;
pic_num_t default_facial_pic;
pic_num_t picture_num;
str_num_t see_str1, see_str2;
snd_num_t see_sound, ambient_sound; // ambient_sound has a chance of being played every move
spec_num_t see_spec;