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
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@@ -1,4 +1,4 @@
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#include <stdio.h>
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#include <cstdio>
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//#include "item.h"
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@@ -1938,7 +1938,8 @@ void do_monster_turn()
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r1 = get_ran(1,1,6);
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if (r1 == 3)
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cur_monst->morale++;
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if ((univ.party[univ.town.monst[i].target].main_status == 1) && (cur_monst->mobility == 1)) {
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short targ = univ.town.monst[i].target;
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if (targ < 6 && (univ.party[targ].main_status == 1) && (cur_monst->mobility == 1)) {
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acted_yet = flee_party (i,cur_monst->cur_loc,targ_space);
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if (acted_yet == true) take_m_ap(1,cur_monst);
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}
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