- 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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@@ -29,8 +29,8 @@ bool outd_is_blocked(location to_check);
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bool special_which_blocks_monst(location to_check);
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bool is_special(location to_check);
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bool outd_is_special(location to_check);
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bool impassable(unsigned char terrain_to_check);
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short get_blockage(unsigned char terrain_type);
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bool impassable(unsigned short terrain_to_check);
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short get_blockage(unsigned short terrain_type);
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short light_radius();
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bool pt_in_light(location from_where,location to_where) ;// Assumes, of course, in town or combat
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bool combat_pt_in_light(location to_where);
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@@ -38,5 +38,5 @@ bool party_sees_a_monst(); // Returns true is a hostile monster is in sight.
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short party_can_see(location where);
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location push_loc(location from_where,location to_where);
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bool spot_impassable(short i,short j);
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void swap_ter(short i,short j,unsigned char ter1,unsigned char ter2);
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void alter_space(short i,short j,unsigned char ter);
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void swap_ter(short i,short j,unsigned short ter1,unsigned short ter2);
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void alter_space(short i,short j,unsigned short ter);
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