
Changelog (without any order) : Bug Fixes : - Giant Strength ability and Skill ability now use the ability strength rather than the item level to calculate effect. - Won't take damage when moving boats over damaging terrains (fire, cold, magic, poison, disease) anymore. - Won't take damage when horses refuses to enter a damaging terrain (fire, cold, magic) anymore. - Horses won't enter damaging terrains (fire, cold, magic) or "horse blocking" terrains when outdoors anymore. - Boom effects won't be displayed at random places when being damaged outdoors anymore. - Damage won't be displayed in boom animation when attacking invulnerable monsters, when they are, in fact, unharmed ... - The first pc won't become active with 0 AP anymore when a pc get killed by backshots. - Fixed the town loading behavior so that Empties won't appear in Place Town Encounters anymore. - Cleaned the ressource file (smaller executable). - Changed the "force place monster" function to preferably flush a summoned monster if flushing is needed. Also prevent a potential infinite loop if trying to force place a monster and all the 60 monsters of a town have a life flag. - Tweaked exploding arrows firing animation to be smoother (arrow fired, then explosion). - The spell usable Stinking Cloud ability was protecting against acid instead of the Protection from Acid ability. Fixed. - The Protection from Disease item ability should now works to the full extent. - Removed a check on the item graphic when deciding whether to play the"swallow" sound; now checks only for item variety. (Celtic Minstrel) - Corrected the code so that the party cannot be split again if already split. - Various messages code cleaning/fixing (Celtic Minstrel) - Removed the 50 node limit. To prevent infinite loop an interrupt sequence has been implemented (Ctrl-C). - Cave Bridges battlefield should now appears instead of basic cave floor. - Wall trims are now working. - Slowdowns due to trims drawing (animated water, ...) should be fixed now. - Scenarios in subfolders (under Scenarios/) are now found. - No more limit for the number of listed scenarios. - Clicking '?' icon on shopping and talk mode now gives help, even if in 'No instant help' mode. Changes : - All terrains and monsters sheets now loaded in memory to bypass storage sheet. That should speed up the game and fix some graphical oddities. Mac and Windows graphics can now be swapped on the fly (i.e without restarting the game). That also removes any graphical limitation in the game. - In the same way, PC graphics will now be drawn directly to the game gworld. - You can't end the scenario via a special node if the party is dead anymore (prevent saving an "all dead" party) - Added a safety check to monsters with Absorb Spells ability to prevent negative health. - Jobs dialog reimplemented (not useable for now). - 'Burma Shave' Easter Egg readded. - Debug Mode : ghost mode implemented. Classic Scenario Editor Beta 2 : - Dumping functions won't change current town/outdoor section anymore. - Finished porting the file IO functions to 32 bits. - Added a rudimentary custom intro picture behavior : if the intro picture is set to 100, the first icon on the custom sheet will be displayed in the scenario selection menu. Scenario intro pics must be drawn on the same scale as talk icons. - Whenever the “Place Random Items” function is used, the editor will inform the user that it could not place all items because the town item # limit has been reached, regardless of how many items are actually in the town. That has been fixed (the message now displays only if the max number of items is indeed reached). - Cleaned the ressources (smaller executable). - Added a Monster data dumping function (dumps all info about monsters : wandering/special enc/town monsters details ...) - Added a Specials data dumping function (dumps all info about specials : number, types, variables, ...) - Town Room/Outdoors Info rectangles are now initialized at ((-1,-1),(-1,-1)) freeing the 0 coordinate and fixing the "Rectangle X" description at (0,0) in the game. - Cleanse Rectangle SDF1 info rewritten to match actual behavior (0 leave force/fire/webs/crate/barrel, 1 cleans all). - Corrected the Do SFX Burst info text (1 - telep., 2 - elec.) - When placing an item with a custom graphic in a town, the editor will display the graphic in the upper-left corner of the space it is placed on. Fixed - If you edit a monster’s abilities and click Cancel, the ability of that monster will be removed. Fixed. - If you edit a item's ability, all previously unsaved modifications are erased. Fixed. - Disappearences of right scroll bar fixed. Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@104 4ebdad44-0ea0-11de-aab3-ff745001d230
56 lines
1.8 KiB
C
56 lines
1.8 KiB
C
#ifndef _GRAPHICS_H
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#define _GRAPHICS_H
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void draw_startup_anim();
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void draw_startup_stats();
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void adjust_window_mode();
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void plop_fancy_startup();
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void fancy_startup_delay();
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void init_startup();
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void init_animation();
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void next_animation_step() ;
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void draw_startup(short but_type);
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void reload_startup();
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void draw_anim();
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void place_anim();
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void draw_start_button(short which_position,short which_button);
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void main_button_click(short mode,RECT button_rect);
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void arrow_button_click(RECT button_rect);
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void end_startup();
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void Set_up_win ();
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void load_main_screen();
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void create_clip_region();
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void set_gworld_fonts(short font_num);
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void redraw_screen(short mode);
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void put_background();
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void refresh_screen(short mode);
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void draw_buttons(short mode);
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void draw_text_area(short mode);
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void reset_text_bar();
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void draw_text_bar(short mode);
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void put_text_bar(char *str);
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void draw_terrain(short mode);
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void place_trim(short q,short r,location where,unsigned char ter_type);
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void draw_trim(short q,short r,short which_trim,short which_mode);
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Boolean extend_road_terrain(unsigned char ter);
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void place_road(short q,short r,location where);
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void draw_rest_screen();
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void boom_space(location where,short mode,short type,short damage,short sound);
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void draw_pointing_arrows() ;
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void redraw_terrain();
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void draw_targets(location center);
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void erase_spot(short i,short j);
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void draw_targeting_line(POINT where_curs);
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Boolean party_toast();
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void redraw_partial_terrain(RECT redraw_rect);
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void final_process_dialog(short which_dlog);
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Boolean is_nature(char i, char j);
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void put_dialog_graphic(short graphic_num,short spec_g,RECT draw_rect);
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void lose_graphics();
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void put_anim_str();
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void pre_boom_space(location where,short mode,short type,short damage,short sound);
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void swap_platform_graphics();
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#endif
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