More refactoring. The code is ALMOST able to compile now – all three programs together give a mere 25 errors.
git-svn-id: http://openexile.googlecode.com/svn/trunk@31 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -1,9 +1,9 @@
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void start_outdoor_combat(outdoor_creature_type encounter,unsigned char in_which_terrain,short num_walls);
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void start_outdoor_combat(cOutdoors::cCreature encounter,unsigned char in_which_terrain,short num_walls);
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Boolean pc_combat_move(location destination);
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void char_parry();
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void char_stand_ready();
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void pc_attack(short who_att,short target);
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short calc_spec_dam(short abil,short abil_str,creature_data_type *monst);
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short calc_spec_dam(short abil,short abil_str,cPopulation::cCreature *monst);
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void place_target(location target);
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void do_combat_cast(location target);
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void handle_marked_damage();
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@@ -16,9 +16,9 @@ void do_monster_turn();
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void monster_attack_pc(short who_att,short target);
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void monster_attack_monster(short who_att,short attackee);
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void monst_fire_missile(short m_num,short skill,short bless,short level,location source,short target);
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Boolean monst_breathe(creature_data_type *caster,location targ_space,short dam_type);
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Boolean monst_cast_mage(creature_data_type *caster,short targ);
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Boolean monst_cast_priest(creature_data_type *caster,short targ);
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Boolean monst_breathe(cPopulation::cCreature *caster,location targ_space,short dam_type);
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Boolean monst_cast_mage(cPopulation::cCreature *caster,short targ);
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Boolean monst_cast_priest(cPopulation::cCreature *caster,short targ);
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void damage_target(short target,short dam,short type);
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location find_fireball_loc(location where,short radius,short mode,short *m);
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location closest_pc_loc(location where);
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@@ -49,6 +49,6 @@ void process_fields();
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void scloud_space(short m,short n);
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void web_space(short m,short n);
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void sleep_cloud_space(short m,short n);
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void take_m_ap(short num,creature_data_type *monst);
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void take_m_ap(short num,cPopulation::cCreature *monst);
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void add_new_action(short pc_num);
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short get_monst_sound(creature_data_type *attacker,short which_att);
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short get_monst_sound(cPopulation::cCreature *attacker,short which_att);
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