move is_sign to boe.locutils
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@@ -693,7 +693,6 @@ void handle_look(location destination, bool right_button, eKeyMod mods, bool& ne
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if(adj_town_look(destination))
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need_redraw = true;
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// TODO: This would be the place to call OUT_LOOK special
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// TODO: Do we really need an is_sign function?
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if(is_sign(ter_looked_at)) {
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print_buf();
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need_reprint = false;
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@@ -4274,13 +4273,6 @@ short count_walls(location loc) { // TODO: Generalize this function
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return answer;
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}
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bool is_sign(ter_num_t ter) {
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if(univ.scenario.ter_types[ter].special == eTerSpec::IS_A_SIGN)
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return true;
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return false;
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}
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bool check_for_interrupt(std::string confirm_dialog){
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using kb = sf::Keyboard;
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bool interrupt = false;
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@@ -54,7 +54,6 @@ short nearest_monster();
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void setup_outdoors(location where);
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short get_outdoor_num();
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short count_walls(location loc);
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bool is_sign(ter_num_t ter);
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bool check_for_interrupt(std::string confirm_dialog = "confirm-interrupt-special");
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void handle_startup_button_click(eStartButton btn, eKeyMod mods);
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@@ -612,4 +612,8 @@ bool vehicle_is_here(const cVehicle& vehicle) {
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}else{
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return vehicle.which_town == univ.party.town_num;
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}
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}
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}
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bool is_sign(ter_num_t ter) {
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return univ.scenario.ter_types[ter].special == eTerSpec::IS_A_SIGN;
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}
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@@ -36,6 +36,7 @@ bool outd_is_special(location to_check);
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bool impassable(ter_num_t terrain_to_check);
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short get_blockage(ter_num_t terrain_type);
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short light_radius();
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bool is_sign(ter_num_t ter);
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bool pt_in_light(location from_where,location to_where) ;// Assumes, of course, in town or combat
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bool combat_pt_in_light(location to_where);
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bool party_sees_a_monst(); // Returns true is a hostile monster is in sight.
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