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

View File

@@ -34,10 +34,10 @@ cTerrain& cTerrain::operator = (legacy::terrain_type_type& old){
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 13 - stalagmites
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 14 - cave fumarole (proposed)
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,/* 150 */ // 15 - surface fumarole (proposed)
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 101 - cave road (proposed)
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 102 - surface road (proposed)
1, 0, 1, 1, 1, 1, 1, 1, 1, 0, // 103 - hills road (proposed)
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, // 104 - crops (proposed)
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 16 - cave road (proposed)
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 17 - surface road (proposed)
1, 0, 1, 1, 1, 1, 1, 1, 1, 0, // 18 - hills road (proposed)
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, // 19 - crops (proposed)
0, 0, 1, 0, 2, 0, 0, 1, 1, 1,/* 200 */ // (note: fumaroles would have lava.)
1, 0, 2, 1, 1, 0, 1, 1, 1, 1, // the numbers in this array are indices into the other arrays
1, 1, 0, 0, 0, 0, 1, 0, 1, 1, // (ter_base, ground_type, and terrain_odds first index)
@@ -105,7 +105,7 @@ cTerrain& cTerrain::operator = (legacy::terrain_type_type& old){
ground_type = ground[picture - 140];
trim_type = (eTrimType) trims[picture - 140];
trim_ter = trim_ters[picture - 140];
}else{ // TODO: Implement new-style road and walkway handling, and deprecate picture 216.
}else{
ground_type = 255;
trim_type = TRIM_NONE;
trim_ter = 0;
@@ -253,6 +253,7 @@ cTerrain& cTerrain::operator = (legacy::terrain_type_type& old){
else block_horse = old.block_horse;
light_radius = old.light_radius;
step_sound = old.step_sound;
if(step_sound > 99) step_sound = 99;
shortcut_key = old.shortcut_key;
switch(picture){
// Rubbles, plus pentagram as a bonus
@@ -349,3 +350,16 @@ cTerrain& cTerrain::operator = (legacy::terrain_type_type& old){
};
return *this;
}
std::ostream& operator << (std::ostream& out, eTerSpec& e){
return out << (int) e;
}
std::istream& operator >> (std::istream& in, eTerSpec& e){
int i;
in >> i;
if(i > 0 && i < 24)
e = (eTerSpec) i;
else e = TER_SPEC_NONE;
return in;
}