Added some typedefs for clarity, and also added a cAttack class.
git-svn-id: http://openexile.googlecode.com/svn/trunk@77 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -34,7 +34,7 @@ extern cUniverse univ;
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//extern current_town_type c_town;
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//extern town_item_list t_i;
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//extern unsigned char out[96][96],out_e[96][96];
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extern unsigned short combat_terrain[64][64];
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extern ter_num_t combat_terrain[64][64];
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extern effect_pat_type current_pat;
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extern bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
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extern bool sleep_field;
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@@ -240,7 +240,7 @@ void draw_monsters() ////
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Rect source_rect,to_rect;
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location where_draw,store_loc;
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short picture_wanted;
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unsigned short ter;
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ter_num_t ter;
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Rect monst_rects[4][4] = {
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{{0,0,36,28},{0,0,0,0},{0,0,0,0},{0,0,0,0}},
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{{0,7,18,21},{18,7,36,21},{0,0,0,0},{0,0,0,0}},
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@@ -368,7 +368,7 @@ void draw_monsters() ////
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}
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}
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void play_see_monster_str(unsigned short m)
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void play_see_monster_str(unsigned short m) // TODO: Seems like this would be worth reviving
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{}
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void draw_pcs(location center,short mode)
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@@ -695,7 +695,7 @@ void draw_party_symbol(short mode,location center)
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if ((univ.party.in_boat < 0) && (univ.party.in_horse < 0)) {////
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i = first_active_pc();
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source_rect = get_party_template_rect(i,(univ.party.direction < 4) ? 0 : 1);
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unsigned short ter = univ.town->terrain(univ.town.p_loc.x,univ.town.p_loc.y);
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ter_num_t ter = univ.town->terrain(univ.town.p_loc.x,univ.town.p_loc.y);
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// now wedge in bed graphic
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if ((is_town()) && (scenario.ter_types[ter].special == TER_SPEC_BED))
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draw_one_terrain_spot((short) target.x,(short) target.y,10000 + scenario.ter_types[ter].flag1,0); ////
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@@ -718,7 +718,7 @@ void draw_party_symbol(short mode,location center)
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/* Input terrain currently trying to draw. Get back Rect in terrain template containing
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desired pixmap, or Rect to darkness if desired map not present */
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Rect get_terrain_template_rect (unsigned short type_wanted) ////
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Rect get_terrain_template_rect (ter_num_t type_wanted) ////
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{
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short picture_wanted;
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@@ -817,7 +817,7 @@ Rect get_item_template_rect (short type_wanted)////
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}
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// Is this a fluid that gets shore plopped down on it?
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bool is_fluid(unsigned short ter_type)////
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bool is_fluid(ter_num_t ter_type)////
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{
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// if (((ter_type >= 71) && (ter_type <= 76)) || (ter_type == 90))
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// return true;
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@@ -826,7 +826,7 @@ bool is_fluid(unsigned short ter_type)////
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}
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// Is this a beach that gets shore plopped down next to it?
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bool is_shore(unsigned short ter_type)////
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bool is_shore(ter_num_t ter_type)////
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{
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if (is_fluid(ter_type) == true)
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return false;
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@@ -846,7 +846,7 @@ bool is_shore(unsigned short ter_type)////
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}
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// These two functions used to determine wall round-cornering
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bool is_wall(unsigned short ter_type)////
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bool is_wall(ter_num_t ter_type)////
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{
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return scenario.ter_types[ter_type].trim_type == TRIM_WALL;
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// short pic;
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@@ -858,7 +858,7 @@ bool is_wall(unsigned short ter_type)////
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//
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// return false;
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}
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bool is_ground(unsigned short ter_type)
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bool is_ground(ter_num_t ter_type)
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{
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if(scenario.ter_types[ter_type].trim_type == TRIM_WALL)
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return false;
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@@ -936,10 +936,10 @@ bool is_ground(unsigned short ter_type)
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//
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//}
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char get_fluid_trim(location where,unsigned short ter_type)
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char get_fluid_trim(location where,ter_num_t ter_type)
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{
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bool at_top = false,at_bot = false,at_left = false,at_right = false;
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unsigned short store;
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ter_num_t store;
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char to_return = 0;
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if (where.x == 0)
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