Refactor special node properties struct to isolate the magic characters.
Basically what that means is that the magic characters are only parsed at startup – the scenario editor code doesn't need to understand them, instead using an enum. This is part of the work for #607
This commit is contained in:
@@ -4,18 +4,6 @@
|
||||
#include "location.hpp" // for info_rect_t
|
||||
class cDialog;
|
||||
|
||||
enum eStrType {
|
||||
STRT_MONST, STRT_ITEM, STRT_TER, STRT_BUTTON,
|
||||
STRT_SPEC_ITEM, STRT_MAGE, STRT_PRIEST, STRT_ALCHEMY,
|
||||
STRT_TOWN, STRT_SECTOR, STRT_SKILL, STRT_TRAIT, STRT_RACE,
|
||||
STRT_PICT, STRT_CMP, STRT_ACCUM, STRT_TRAP,
|
||||
STRT_ATTITUDE, STRT_STAIR, STRT_LIGHT, STRT_CONTEXT,
|
||||
STRT_SHOP, STRT_COST_ADJ, STRT_STAIR_MODE, STRT_TALK_NODE,
|
||||
STRT_STATUS, STRT_SPELL_PAT, STRT_SUMMON, STRT_TALK, STRT_TALK_NODE_PERSON,
|
||||
STRT_ENCHANT, STRT_DIR, STRT_QUEST, STRT_QUEST_STATUS,
|
||||
STRT_HEALING, STRT_TREASURE, STRT_MONST_STAT, STRT_POS_MODE,
|
||||
};
|
||||
|
||||
bool cre(short val,short min,short max,std::string text1,std::string text2,cDialog* parent) ;
|
||||
void display_strings(char *text1, char *text2,
|
||||
char *title,short sound_num,short graphic_num,short graphic_type,cDialog* parent);
|
||||
|
Reference in New Issue
Block a user