
*Classic Blades of Exile changes : Game : 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. 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. Scenario Editor : - 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). git-svn-id: http://openexile.googlecode.com/svn/trunk@93 4ebdad44-0ea0-11de-aab3-ff745001d230
8 lines
346 B
C
8 lines
346 B
C
HBITMAP load_pict(short pict_num);
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void rect_draw_some_item(HBITMAP src,RECT src_rect,HBITMAP dest,RECT dest_rect,
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short trans, short main_win);
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void fry_dc(HWND hwnd,HDC dc);
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HBITMAP load_pict(short pict_num,HDC model_hdc);
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void paint_pattern(HBITMAP dest,short which_mode,RECT dest_rect,short which_pattern);
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HBITMAP ReadBMP(char * fileName);
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