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