- 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

@@ -20,7 +20,7 @@ extern WindowPtr mainPtr;
extern Rect windRect;
extern short stat_window,give_delays,overall_mode;
extern short current_spell_range,town_type;
extern Boolean in_startup_mode,anim_onscreen,registered,play_sounds,frills_on,startup_loaded,cartoon_happening;
extern Boolean in_startup_mode,anim_onscreen,play_sounds,frills_on,startup_loaded,cartoon_happening;
extern short town_size[3];
extern party_record_type party;
extern pc_record_type adven[6];
@@ -38,7 +38,7 @@ extern DialogPtr modeless_dialogs[18];
extern short monst_target[T_M]; // 0-5 target that pc 6 - no target 100 + x - target monster x
extern short combat_posing_monster , current_working_monster ; // 0-5 PC 100 + x - monster x
extern piles_of_stuff_dumping_type *data_store;
//extern piles_of_stuff_dumping_type *data_store;
extern GWorldPtr storage_gworld,terrain_screen_gworld,party_template_gworld,items_gworld,tiny_obj_gworld;
extern GWorldPtr fields_gworld,mixed_gworld;
extern short which_g_stored[STORED_GRAPHICS];
@@ -878,7 +878,7 @@ void make_town_trim(short mode)
short store_mode;
store_mode = overall_mode;
overall_mode = (mode == 0) ? 1 : 10;
overall_mode = (mode == 0) ? MODE_TOWN : MODE_COMBAT;
for (where.x = 0; where.x < town_size[town_type]; where.x++)
for (where.y = 0; where.y < town_size[town_type]; where.y++)
town_trim[where.x][where.y] = add_trim_to_array(where,