Rewrite automatic trim placement to use the generalized attributes of the terrain spaces
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File diff suppressed because it is too large
Load Diff
@@ -10,29 +10,12 @@ void get_town_info();
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void get_sign_resource();
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void set_info_strings();
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cTown::cItem edit_item(cTown::cItem item);
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bool is_wall(short i,short j);
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bool is_correctable_wall(short i,short j);
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bool is_mountain(short i,short j);
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bool is_hill(short i,short j);
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bool is_hill_or_mountain(short i,short j);
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bool is_water(short i,short j);
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bool is_correctable_water(short i,short j);
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void shy_change_circle_terrain(location center,short radius,ter_num_t terrain_type,short probability);
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void change_circle_terrain(location center,short radius,ter_num_t terrain_type,short probability);
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void change_rect_terrain(rectangle r,ter_num_t terrain_type,short probability,bool hollow);
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void frill_up_terrain();
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void unfrill_terrain();
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void set_terrain(location l,ter_num_t terrain_type);
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bool fix_rubble(location l);
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bool fix_cave(location l);
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bool fix_mountain(location l);
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bool fix_hill(location l);
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bool fix_water(location l);
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bool out_fix_rubble(location l);
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bool out_fix_cave(location l);
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bool out_fix_mountain(location l);
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bool out_fix_hill(location l);
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bool out_fix_water(location l);
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void adjust_space(location l);
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bool is_lava(short x,short y);
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ter_num_t coord_to_ter(short x,short y);
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@@ -51,7 +34,6 @@ void start_string_editing(short mode,short just_redo_text);
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void start_special_editing(short mode,short just_redo_text);
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void town_entry(location spot_hit);
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void start_dialogue_editing(short restoring);
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bool is_erasable_water(short i,short j);
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void update_mouse_spot(location the_point);
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bool monst_on_space(location loc,short m_num);
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