- Added some of the most basic dialogs - Changed C-style <xxx.h> headers to C++-style <cxxx> headers - Switched graphics to load from the PNG files in graphics.exd rather than from Blades of Exile Graphics (NOTE: Some graphics still don't work, probably because of incorrect source rects) - Switched cursors to load from GIF files in graphics.exd rather than from Blades of Exile Graphics - Moved Niemand's tileImage functions from boe.graphics.cpp to graphtool.cpp, so they can be used by all three programs. - Added some string lists in .txt files - Made cursors into an enum - Rewrote the code for displaying the Edit Terrain dialog to use the new engine (not tested yet) - Fixed some __attribute__((deprecated)) stuff - Most graphics are now loaded just after the custom graphics. This means they will be overridden by a file of the same name in the scenario's .exr folder. - Altered modes a little so that when at the startup screen you are in MODE_STARTUP rather than MODE_OUTDOORS. - Switched from function pointers to boost::function – the Boost libraries are now required. - Finished off the new dialog engine and made gess necessary - Added status icons as another type that can be drawn in dialogs - C Wrappers for Cocoa cursors based on an Apple example. This is tested, and works perfectly. - Added a switch in the program for using Windows graphics; however, there is no way as yet to set this flag, and in fact there aren't even any Windows graphics to use. - Added include guards to graphtool.h - Made separate mac and win directories within sounds.exa, since the Mac and Windows sounds are mostly subtly different (with two completely different!) git-svn-id: http://openexile.googlecode.com/svn/trunk@90 4ebdad44-0ea0-11de-aab3-ff745001d230
54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
/*
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* terrain.h
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* BoE
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*
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* Created by Celtic Minstrel on 20/04/09.
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*
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*/
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#ifndef TERRAIN_H
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#define TERRAIN_H
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#include <string>
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#include <iosfwd>
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#include "graphtool.h" // for pic_num_t
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namespace legacy { struct terrain_type_type; };
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// Depending on the special ability, the flags may need to be treated as either signed or unsigned
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union ter_flag_t {signed short s; unsigned short u;};
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class cTerrain {
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public:
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std::string name;
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pic_num_t picture;
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unsigned char blockage;
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ter_flag_t flag1;
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ter_flag_t flag2;
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ter_flag_t flag3; // new additional flag for special properties
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eTerSpec special;
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ter_num_t trans_to_what;
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unsigned char fly_over;
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unsigned char boat_over;
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unsigned char block_horse;
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unsigned char light_radius;
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unsigned char step_sound;
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unsigned char shortcut_key; // for editor use only
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unsigned char obj_num; // ditto (formerly res1)
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unsigned char ground_type; // ditto (formerly res2)
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eTrimType trim_type; // ditto, mostly (formerly res3)
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unsigned short trim_ter; // ditto
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unsigned short combat_arena;
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location obj_pos; // editor use only
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location obj_size; // editor use only
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pic_num_t map_pic;
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unsigned short i; // for temporary use in porting
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cTerrain& operator = (legacy::terrain_type_type& old);
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void writeTo(std::ostream& file);
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};
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std::ostream& operator << (std::ostream& out, eTerSpec& e);
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std::istream& operator >> (std::istream& in, eTerSpec& e);
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#endif |