- Shops can now contain more than one type of item (for example, both mage and priest spells) - Shops can now specify any talking portrait - Healing options in a shop now have an info button giving a brief explanation (partly because it was easier than maintaining the exception) - Additional healing option (not present in default healing shops): cure acid - Acid is also no longer removed when you leave town or end combat (unless it's about to wear off) - Always start shop mode with the scrollbar scrolled to the top - Fix crash when entering an outdoor shop (and outdoor dialogue for that matter) - Treasure generation system can now return junk items (treasure type 0), but only if explicitly requested; this is possible in shops but not with monsters since 0 means no loot Dialog Engine: - When setting a scrollbar's maximum, it now ensures the current position doesn't end up greater than the maximum
32 lines
930 B
C++
32 lines
930 B
C++
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#ifndef BOE_GAME_DLGUTIL_H
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#include <string>
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#include "dialog.hpp"
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#include "simpletypes.h"
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#include "shop.hpp"
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void start_shop_mode(short which,short cost_adj,std::string store_name);
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void end_shop_mode();
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void handle_shop_event(location p);
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void handle_sale(cShopItem item, int i);
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void handle_info_request(cShopItem item);
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void set_up_shop_array();
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void start_talk_mode(short m_num,short personality,mon_num_t monst_type,short store_face_pic);
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void end_talk_mode();
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void handle_talk_event(location p);
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void handle_talk_spec(short ttype,char* place_string1,char* place_string2);
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void store_responses();
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void do_sign(short town_num, short which_sign, short sign_type);
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void do_talk(short personality, unsigned short m_num);
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void put_party_stats();
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void edit_party();
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void pick_preferences();
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void save_prefs(bool resetHelp = false);
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void load_prefs();
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void tip_of_day();
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short pick_a_scen();
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short pick_prefab_scen();
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#endif
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