
*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
37 lines
1.1 KiB
C
37 lines
1.1 KiB
C
#ifndef _TFILEIO_H
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#define _TFILEIO_H
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void Get_Path(char* path);
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void file_initialize();
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void save_scenario();
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void load_scenario();
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void load_spec_graphics();
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void augment_terrain(location to_create);
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void load_outdoors(location which_out,short mode);
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void load_town(short which_town);
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void import_town(short which_town);
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void oops_error(short error);
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void start_data_dump();
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void start_shopping_data_dump();
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void scen_text_dump();
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void port_talk_nodes();
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void port_town();
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void port_dummy_town();
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void port_dummy_t_d(short size,char *buffer);
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void port_dummy_talk_nodes();
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void port_t_d();
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void port_scenario();
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void port_item_list();
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void port_out(outdoor_record_type *out);
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void flip_spec_node(special_node_type *spec);
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void flip_short(short *s);
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void alter_rect(RECT *r);
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void flip_rect(RECT *s);
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short FSRead(HFILE file,long *len,char *buffer);
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short SetFPos(HFILE file, short mode, long len);
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void make_new_scenario(char *file_name,short out_width,short out_height,short making_warriors_grove,
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short use_grass,char *title);
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void flip_rect(RECT16 *s);
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void alter_rect(RECT16 *r);
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#endif
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