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