In no particular order:

- Added some of the most basic dialogs
- Changed C-style <xxx.h> headers to C++-style <cxxx> headers
- Switched graphics to load from the PNG files in graphics.exd rather than from Blades of Exile Graphics (NOTE: Some graphics still don't work, probably because of incorrect source rects)
- Switched cursors to load from GIF files in graphics.exd rather than from Blades of Exile Graphics
- Moved Niemand's tileImage functions from boe.graphics.cpp to graphtool.cpp, so they can be used by all three programs.
- Added some string lists in .txt files
- Made cursors into an enum
- Rewrote the code for displaying the Edit Terrain dialog to use the new engine (not tested yet)
- Fixed some __attribute__((deprecated)) stuff
- Most graphics are now loaded just after the custom graphics. This means they will be overridden by a file of the same name in the scenario's .exr folder.
- Altered modes a little so that when at the startup screen you are in MODE_STARTUP rather than MODE_OUTDOORS.
- Switched from function pointers to boost::function – the Boost libraries are now required.
- Finished off the new dialog engine and made gess necessary
- Added status icons as another type that can be drawn in dialogs
- C Wrappers for Cocoa cursors based on an Apple example. This is tested, and works perfectly.
- Added a switch in the program for using Windows graphics; however, there is no way as yet to set this flag, and in fact there aren't even any Windows graphics to use.
- Added include guards to graphtool.h
- Made separate mac and win directories within sounds.exa, since the Mac and Windows sounds are mostly subtly different (with two completely different!)

git-svn-id: http://openexile.googlecode.com/svn/trunk@90 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-06-07 18:18:24 +00:00
parent 91f5435b9d
commit 78cd213972
129 changed files with 2919 additions and 1061 deletions

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Grassy field
Ordinary cave
Mountain
Surface bridge
Cave bridge
Rubble-strewn cave
Cave tree forest
Cave mushrooms
Cave swamp
Surface rocks
Surface swamp
Surface woods
Shrubbery
Stalagmites
Cave fumarole
Curface fumarole
Cave road
Surface road
Hills road
Crops

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Small Icon
What to change to?
Amount of damage done
Unused
Graphic when occupied
Strength (1-8)
Unused
Terrain to change to
Terrain to change to when locked
Terrain to change to when unlocked
Unused
Unused
Number of special to call
Unused
Unused
Direction
Direction
Unused
Unused
Unused
Unused
Terrain type if hidden
Terrain to change to when used
Number of special to call

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Unused
Number of sound (99 - no sound)
Damage multiplier
Unused
Unused
Percentage chance
Unused
Strength
Unused
Difficulty (0-4 L, 5-9 M, 10 I)
Unused
Unused
Type of special (0 - local, 1 - town/global, 2 - out/global, 3 - global)
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Number of sound (99 - no sound)
Type of special (0 - local, 1 - town/global, 2 - out/global, 3 - global)

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Unused
Unused
Damage type
Unused
Unused
Status type
Unused
Method (1 - Move Mountains, 2 - quickfire, 0 - either)
Unused
Can be bashed? (0 - can't, 1 - can)
Unused
Unused
Small icon
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused

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Not a trim
Wall (round off corners)
South edge trim
Southeast outer corner trim
East edge trim
Northeast outer corner trim
North edge trim
Northwest outer corner trim
West edge trim
Southwest outer corner trim
Northeast inner corner trim
Southeast inner corner trim
Southwest inner corner trim
Northwest inner corner trim
Frills (draw edge frills)
Road (connect with roads)
Walkway (round off corners)
Waterfall (both wall and water)
City trim (connect to roads)