- 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

26
osx/talking.cpp Normal file
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@@ -0,0 +1,26 @@
/*
* talking.cpp
* BoE
*
* Created by Celtic Minstrel on 22/04/09.
*
*/
#include "talking.h"
#include "oldstructs.h"
__attribute__((deprecated))
cSpeech& cSpeech::operator = (legacy::talking_record_type& old){
int i,j;
for(i = 0; i < 200; i++)
strlens[i] = old.strlens[i];
for(i = 0; i < 60; i++){
talk_nodes[i].personality = old.talk_nodes[i].personality;
talk_nodes[i].type = old.talk_nodes[i].type;
for(j = 0; j < 4; j++){
talk_nodes[i].link1[j] = old.talk_nodes[i].link1[j];
talk_nodes[i].link2[j] = old.talk_nodes[i].link2[j];
talk_nodes[i].extras[j] = old.talk_nodes[i].extras[j];
}
}
}