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:
2025-02-16 13:16:42 -05:00
committed by Celtic Minstrel
parent 0465923992
commit 89dbe98b2b
4 changed files with 295 additions and 188 deletions

View File

@@ -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);