* (Windows) Added support for -game <dmod directory> parm to load a DMOD from anywhere on your HD. It also sets
the active DMOD dir to the DMODs parent directory for that session. Automatic state autosave, save/continue and quicksave/quickload work as expected by saving data to its directory * (bugfix) Save states now properly load even if the DMOD directory has been cut and pasted to a new place * (bugfix) Full state saves now properly setup backgrounds with correct vision modifications instead of assuming it was 0 - Due to minor changes in the save state stuff, I've versioned it so the game will refuse to load old versions (as always, this doesn't affect the normal save files, just the full state saves HD does) * (DinkC) fill_screen works better and colors 0 and 255 are no longer sometimes reversed * (bugfix) M can now be used to turn off the map, previously it only worked to turn it on * (bugfix) Status bar no longer incorrectly draws over full screen bitmaps (like the map in Mystery Island) and is properly reconstructed in full save states git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1484 353e56fe-9613-0410-8469-b96ad8e6f29c
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11 changed files with 415 additions and 163 deletions
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@ -16,12 +16,14 @@ bool InitDinkEngine();
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bool LoadGameChunk(int gameIDToLoad, float &progressOut); //0 for new game
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void updateFrame();
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void finiObjects();
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void ClearCommandLineParms();
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struct SpriteStruct;
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//finished loading is used with g_dglo.m_curLoadState to fake the loader out
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#define FINISHED_LOADING 100
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void ClearBitmapCopy();
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enum eDinkInput
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{
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@ -702,7 +704,12 @@ struct DinkGlobalsStatic
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char g_lastBitmapShown[C_SHOWN_BITMAP_SIZE];
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char m_bufferForExpansion[4968];
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int32 last_fill_screen_palette_color;
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char copy_bmp_to_screen[C_SHOWN_BITMAP_SIZE];
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int32 status_might_not_require_update;
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char m_bufferForExpansion[4835];
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};
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@ -720,7 +727,7 @@ bool load_game_small(int num, char * line, int *mytime);
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void InitDinkPaths(string gamePath, string gameDir, string dmodGameDir);
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void DinkUnloadGraphicsCache();
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void ProcessGraphicGarbageCollection();
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string GetDMODRootPath(); //where dmods are stored
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string GetDMODRootPath(string *pDMODNameOutOrNull = NULL); //where dmods are stored
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bool DinkIsWaitingForSkippableDialog();
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bool DinkSkipDialogLine(); //returns true if a line was actually skipped
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void DinkSetCursorPosition(CL_Vec2f vPos);
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