- 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

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