- Fixed up file loading (but then broke it again)

- Reworked preferences to use plist
- Cleaned out the shareware code
- More tweaks to the dialog engine
- Edited dialog #869 (the choose prefab scenario dialog) to use new invisible button (type 6) and to remove the "Must be registered" lines.
- Tweaked window size so that the startup screen fits within it.
- More major refactoring work.
- A few additions/alterations to boe.consts.h

Current status:
- Scenario editor: compiles and runs, but can't load a scenario
- Character editor: don't know
- Game: Doesn't even compile
I wouldn't normally submit code that doesn't compile, but I have already made a lot of major changes in this revision.
I will submit a version that compiles as soon as possible.

git-svn-id: http://openexile.googlecode.com/svn/trunk@28 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-04-23 20:53:49 +00:00
parent a2c2a85a8e
commit fad42597a6
82 changed files with 5978 additions and 4757 deletions

View File

@@ -1510,7 +1510,7 @@ void fire_missile(location target) ////
add_string_to_buf((char *) create_line);
switch (overall_mode) {
case 13:
case MODE_THROWING:
switch (adven[current_pc].items[ammo_inv_slot].item_level) {
case 7:m_type = 10;break;
case 4:m_type = 1;break;
@@ -1519,7 +1519,7 @@ void fire_missile(location target) ////
default:m_type = 10;break;
}
break;
case 12: case 14:
case MODE_FIRING: case MODE_FANCY_TARGET:
m_type = (adven[current_pc].items[ammo_inv_slot].is_magic() == TRUE) ? 4 : 3;
break;
}