Well, at present the Windows code for the actual game almost compiles. The current goal is to undo all the things that Ormus did to make this job difficult.
Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders. (With the exception that files in the classes folder may depend on files in the tools folder.) In this commit, several changes were made. - Project file modified, may need further modification. - Many files renamed to match the Mac version. - #include statements for system headers changed to use <> instead of "" (some already did, but many didn't). - xxx.h headers replaced with cxxx headers where appropriate. - Most sound-related variables moved from globvars.cpp to soundvars.cpp. - The files originally named graphutil and gutils have been merged. - Changed TRUE/FALSE to true/false. - Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped) and print_nums (which should probably be incorporated into the MessageBox string). - Possibly other things that were forgotten. For some reason this commit also includes changes recently committed into the branch for osx. git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
66
Win32/Blades of Exile/boe.fields.h
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66
Win32/Blades of Exile/boe.fields.h
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#ifndef _FIELDS_H
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#define _FIELDS_H
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#include "global.h"
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#include "globvar.h"
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inline Boolean is_web(short i,short j) { return (misc_i[i][j] & 4) ? TRUE : FALSE; }
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inline void take_web(short i,short j) { misc_i[i][j] &= 251; }
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inline Boolean is_crate(short i,short j) { return (misc_i[i][j] & 8) ? TRUE : FALSE; }
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inline void make_crate(short i,short j) { misc_i[i][j] = misc_i[i][j] | 8; crate = TRUE; }
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inline void take_crate(short i,short j) { misc_i[i][j] &= 247; }
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inline Boolean is_barrel(short i,short j) { return (misc_i[i][j] & 16) ? TRUE : FALSE; }
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inline void make_barrel(short i,short j) { misc_i[i][j] = misc_i[i][j] | 16; barrel = TRUE; }
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inline void take_barrel(short i,short j) { misc_i[i][j] &= 239; }
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inline Boolean is_fire_barrier(short i,short j) { return (misc_i[i][j] & 32) ? TRUE : FALSE; }
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inline void make_special(short i,short j) { misc_i[i][j] = misc_i[i][j] | (char) (2); }
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inline void take_special(short i,short j) { misc_i[i][j] &= 253; }
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inline Boolean is_small_blood(short i,short j) { return (sfx[i][j] & 1) ? TRUE : FALSE; }
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inline Boolean is_medium_blood(short i,short j) { return (sfx[i][j] & 2) ? TRUE : FALSE; }
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inline Boolean is_large_blood(short i,short j) { return (sfx[i][j] & 4) ? TRUE : FALSE; }
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inline Boolean is_small_slime(short i,short j) { return (sfx[i][j] & 8) ? TRUE : FALSE; }
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inline Boolean is_big_slime(short i,short j) { return (sfx[i][j] & 16) ? TRUE : FALSE; }
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inline Boolean is_ash(short i,short j) { return (sfx[i][j] & 32) ? TRUE : FALSE; }
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inline Boolean is_bones(short i,short j) { return (sfx[i][j] & 64) ? TRUE : FALSE; }
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inline Boolean is_rubble(short i,short j) { return (sfx[i][j] & 128) ? TRUE : FALSE; }
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inline void take_fire_barrier(short i,short j) { misc_i[i][j] &= 223; }
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inline Boolean is_force_barrier(short i,short j) { return (misc_i[i][j] & 64) ? TRUE : FALSE; }
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inline void take_force_barrier(short i,short j) { misc_i[i][j] &= 191; }
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inline Boolean is_quickfire(short i,short j) { return (misc_i[i][j] & 128) ? TRUE : FALSE; }
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inline void take_quickfire(short i,short j) { misc_i[i][j] &= 127; }
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inline Boolean is_force_wall(short i,short j) { return (c_town.explored[i][j] & 2) ? TRUE : FALSE; }
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inline void take_force_wall(short i,short j) { c_town.explored[i][j] &= 253; }
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inline Boolean is_fire_wall(short i,short j) { return (c_town.explored[i][j] & 4) ? TRUE : FALSE; }
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inline void take_fire_wall(short i,short j) { c_town.explored[i][j] &= 251; }
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inline Boolean is_antimagic(short i,short j) { return (c_town.explored[i][j] & 8) ? TRUE : FALSE; }
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inline void take_antimagic(short i,short j) { c_town.explored[i][j] &= 247; }
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inline Boolean is_scloud(short i,short j) { return (c_town.explored[i][j] & 16) ? TRUE : FALSE; }
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inline void take_scloud(short i,short j) { c_town.explored[i][j] &= 239; }
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inline Boolean is_ice_wall(short i,short j) { return (c_town.explored[i][j] & 32) ? TRUE : FALSE; }
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inline void take_ice_wall(short i,short j) { c_town.explored[i][j] &= 223; }
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inline Boolean is_blade_wall(short i,short j) { return (c_town.explored[i][j] & 64) ? TRUE : FALSE; }
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inline void take_blade_wall(short i,short j) { c_town.explored[i][j] &= 191; }
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inline Boolean is_sleep_cloud(short i,short j) { return (c_town.explored[i][j] & 128) ? TRUE : FALSE; }
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inline void take_sleep_cloud(short i,short j) { c_town.explored[i][j] &= 127; }
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Boolean is_explored(short i,short j);
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void make_explored(short i,short j);
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Boolean is_out();
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Boolean is_town();
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Boolean is_combat();
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Boolean special(short i,short j);
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void make_web(short i,short j);
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void make_fire_barrier(short i,short j);
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void make_force_barrier(short i,short j);
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void make_quickfire(short i,short j);
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void make_force_wall(short i,short j);
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void make_fire_wall(short i,short j);
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void make_antimagic(short i,short j);
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void make_scloud(short i,short j);
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void make_ice_wall(short i,short j);
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void make_blade_wall(short i,short j);
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void make_sleep_cloud(short i,short j);
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void make_sfx(short i,short j, short type);
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#endif
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