50 lines
2.0 KiB
C
Executable File
50 lines
2.0 KiB
C
Executable File
typedef struct {
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char word[15];
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Rect word_rect;
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} word_rect_type;
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typedef struct {
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short per1,per2;
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char stra[5],strb[5];
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short ttype,a,b,c,d;
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} hold_responses;
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void apply_unseen_mask();
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void apply_light_mask();
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void end_anim();
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void init_anim(short which_anim);
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void run_anim();
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void run_dedicated_anim(short mode);
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void run_anim_0();
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void run_anim_1();
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void run_anim_2();
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void kill_a_monst(short which_m);
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location anim_get_space(short which);
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void put_anim_onscreen();
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void set_anim_str(char *astr,location l);
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void run_anim_pcs();
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void set_anim_attacker(short attacker);
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Boolean try_monst_anim_move(short i,location start,short x,short y);
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void run_anim_monsts();
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Boolean try_pc_anim_move(short i,location start,short x,short y);
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void start_missile_anim();
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short get_missile_direction(Point origin_point,Point the_point);
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void end_missile_anim() ;
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void run_a_missile(location from,location fire_to,short miss_type,short path,short sound_num,short x_adj,short y_adj,short len);
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void run_a_boom(location boom_where,short type,short x_adj,short y_adj);
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void mondo_boom(location l,short type);
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void add_missile(location dest,short missile_type,short path_type,short x_adj,short y_adj);
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void add_explosion(location dest,short val_to_place,short place_type,short boom_type,short x_adj,short y_adj);
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void do_missile_anim(short num_steps,location missile_origin,short sound_num) ;
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void do_explosion_anim(short sound_num,short expand);
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void click_shop_rect(Rect area_rect);
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void draw_shop_graphics(short draw_mode,Rect clip_area_rect);
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void refresh_shopping();
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item_record_type store_mage_spells(short which_s) ;
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item_record_type store_priest_spells(short which_s);
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item_record_type store_alchemy(short which_s);
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void get_item_interesting_string(item_record_type item,char *message);
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void click_talk_rect(char *str_to_place,char *str_to_place2,Rect c_rect);
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void place_talk_str(char *str_to_place,char *str_to_place2,short color,Rect c_rect);
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short scan_for_response(char *str);
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void refresh_talking();
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