move is_sign to boe.locutils

This commit is contained in:
2025-08-09 11:09:08 -05:00
parent a3fcc96fe6
commit 8f20c6c1f8
4 changed files with 6 additions and 10 deletions

View File

@@ -693,7 +693,6 @@ void handle_look(location destination, bool right_button, eKeyMod mods, bool& ne
if(adj_town_look(destination))
need_redraw = true;
// TODO: This would be the place to call OUT_LOOK special
// TODO: Do we really need an is_sign function?
if(is_sign(ter_looked_at)) {
print_buf();
need_reprint = false;
@@ -4274,13 +4273,6 @@ short count_walls(location loc) { // TODO: Generalize this function
return answer;
}
bool is_sign(ter_num_t ter) {
if(univ.scenario.ter_types[ter].special == eTerSpec::IS_A_SIGN)
return true;
return false;
}
bool check_for_interrupt(std::string confirm_dialog){
using kb = sf::Keyboard;
bool interrupt = false;

View File

@@ -54,7 +54,6 @@ short nearest_monster();
void setup_outdoors(location where);
short get_outdoor_num();
short count_walls(location loc);
bool is_sign(ter_num_t ter);
bool check_for_interrupt(std::string confirm_dialog = "confirm-interrupt-special");
void handle_startup_button_click(eStartButton btn, eKeyMod mods);

View File

@@ -612,4 +612,8 @@ bool vehicle_is_here(const cVehicle& vehicle) {
}else{
return vehicle.which_town == univ.party.town_num;
}
}
}
bool is_sign(ter_num_t ter) {
return univ.scenario.ter_types[ter].special == eTerSpec::IS_A_SIGN;
}

View File

@@ -36,6 +36,7 @@ bool outd_is_special(location to_check);
bool impassable(ter_num_t terrain_to_check);
short get_blockage(ter_num_t terrain_type);
short light_radius();
bool is_sign(ter_num_t ter);
bool pt_in_light(location from_where,location to_where) ;// Assumes, of course, in town or combat
bool combat_pt_in_light(location to_where);
bool party_sees_a_monst(); // Returns true is a hostile monster is in sight.