Tear out most of the legacy code in the scenario editor - see below for details

- All Carbon code is gone
- Many dialogs converted; some are still left unimplemented since they still need to be converted
- Menus converted to a xib file
- The giant arrays specifying the configuration of the special node dialog for each special node type have been replaced with maps and sets.

Changes to dialogs:
- pict choice dialog can now show picts of differing types; this was required for picking a monster graphic, as monsters of all sizes need to be shown in the same dialog
- string choice dialog can set the title, and properly shows the currently selected string
- LEDs now accept font format
- Fixed LED group's calculation of its rect
- Fixed LED group crashing if it has no selection
- Tabbing between text fields now works
- Fix display of larger monster graphics in dialogs
- Fix the script element content showing in the browser preview
This commit is contained in:
2014-07-12 22:13:27 -04:00
parent bbc9667c88
commit 41c3396aa3
80 changed files with 7983 additions and 4005 deletions

View File

@@ -1,66 +1,20 @@
cMonster return_monster_template(m_num_t store);
//item_record_type convert_item (short_item_record_type s_item) ;
void init_scenario() __attribute__((deprecated));
short edit_ter_type(short which_ter);
//void edit_ter_type_event_filter (short item_hit);
bool save_ter_info();
void put_ter_info_in_dlog();
void put_monst_info_in_dlog();
bool save_monst_info();
void edit_monst_type_event_filter (short item_hit);
short edit_ter_type(ter_num_t which_ter);
short edit_monst_type(short which_monst);
void put_monst_abils_in_dlog();
bool save_monst_abils();
void edit_monst_abil_event_filter (short item_hit);
cMonster edit_monst_abil(cMonster starting_record,short parent_num);
void put_item_info_in_dlog();
bool save_item_info();
void edit_item_type_event_filter (short item_hit);
short edit_item_type(short which_item);
void put_item_abils_in_dlog();
bool save_item_abils();
void edit_item_abil_event_filter (short item_hit);
cItemRec edit_item_abil(cItemRec starting_record,short parent_num);
void edit_spec_item(short which_item);
void edit_spec_item_event_filter (short spec_item_hit);
bool save_spec_item();
void put_spec_item_in_dlog();
void put_save_rects_in_dlog();
bool save_save_rects();
void edit_save_rects_event_filter (short save_rects_hit);
void edit_save_rects();
void edit_horses();
void edit_horses_event_filter (short item_hit);
void put_horses_in_dlog();
bool save_horses();
bool save_add_town();
void put_add_town_in_dlog();
void edit_add_town_event_filter (short item_hit);
void edit_add_town();
void edit_item_placement();
void edit_item_placement_event_filter (short item_hit);
void put_item_placement_in_dlog();
bool save_item_placement();
void edit_scen_details_event_filter (short item_hit);
void edit_scen_details();
short edit_make_scen_2(short *val_array);
void edit_make_scen_2_event_filter (short item_hit);
void put_make_scen_2_in_dlog();
short edit_make_scen_1(char *filename,char *title,short *grass);
void edit_make_scen_1_event_filter (short item_hit);
void put_make_scen_1_in_dlog();
//short get_password();
//void give_password_filter (short item_hit);
void edit_scenario_events();
void edit_scenario_events_event_filter (short item_hit);
void put_scenario_events_in_dlog();
bool save_scenario_events();
//short enter_password();
bool build_scenario();
void set_starting_loc_filter (short item_hit);
void set_starting_loc();
void edit_boats_event_filter (short item_hit);
void edit_boats();
//void user_password_filter (short item_hit);
//short wd_to_pwd(Str255 str);