- Implemented new-style frill drawing using masking (untested)
- Re-implemented walkway drawing in the same way - Tried to fix an STL error - A few other thing, maybe? git-svn-id: http://openexile.googlecode.com/svn/trunk@60 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -3,6 +3,7 @@
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//#include "item.h"
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#include "boe.global.h"
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using namespace std;
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#include "classes.h"
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#include "boe.monster.h"
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#include "boe.graphics.h"
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@@ -31,7 +32,7 @@ extern eGameMode overall_mode;
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extern short which_combat_type;
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extern short stat_window;
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extern location center;
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extern unsigned char combat_terrain[64][64];
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extern unsigned short combat_terrain[64][64];
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extern location pc_pos[6];
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extern short current_pc;
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extern short pc_last_cast[2][6];
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@@ -63,7 +64,7 @@ short missile_inv_slot, ammo_inv_slot;
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short force_wall_position = 10; // 10 -> no force wall
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bool processing_fields = true;
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short futzing;
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unsigned char store_sum_monst;
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unsigned short store_sum_monst;
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short store_sum_monst_cost;
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extern cUniverse univ;
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@@ -280,7 +281,7 @@ bool center_on_monst;
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void start_outdoor_combat(cOutdoors::cCreature encounter,unsigned char in_which_terrain,short num_walls)
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void start_outdoor_combat(cOutdoors::cCreature encounter,unsigned short in_which_terrain,short num_walls)
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{
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short i,j,how_many,num_tries = 0;
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GrafPtr old_port;
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