
*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
57 lines
1.8 KiB
C
57 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 dump_gworld();
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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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