- 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
This commit is contained in:
2009-05-18 11:16:46 +00:00
parent 88ff8a0886
commit bf1487114a
69 changed files with 751 additions and 545 deletions

View File

@@ -3,6 +3,7 @@
//#include "item.h"
#include "boe.global.h"
using namespace std;
#include "classes.h"
#include "boe.monster.h"
#include "boe.graphics.h"
@@ -31,7 +32,7 @@ extern eGameMode overall_mode;
extern short which_combat_type;
extern short stat_window;
extern location center;
extern unsigned char combat_terrain[64][64];
extern unsigned short combat_terrain[64][64];
extern location pc_pos[6];
extern short current_pc;
extern short pc_last_cast[2][6];
@@ -63,7 +64,7 @@ short missile_inv_slot, ammo_inv_slot;
short force_wall_position = 10; // 10 -> no force wall
bool processing_fields = true;
short futzing;
unsigned char store_sum_monst;
unsigned short store_sum_monst;
short store_sum_monst_cost;
extern cUniverse univ;
@@ -280,7 +281,7 @@ bool center_on_monst;
void start_outdoor_combat(cOutdoors::cCreature encounter,unsigned char in_which_terrain,short num_walls)
void start_outdoor_combat(cOutdoors::cCreature encounter,unsigned short in_which_terrain,short num_walls)
{
short i,j,how_many,num_tries = 0;
GrafPtr old_port;