Files
oboe/Win32/Blades of Exile/boe.items.h
Celtic Minstrel b02902770c 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
2009-08-03 19:00:23 +00:00

41 lines
1.7 KiB
C

#ifndef _ITEMS_H
#define _ITEMS_H
#include "classes/location.h"
#include "classes/item.h"
#include "global.h"
Boolean give_to_party(item_record_type item,short print_result);
Boolean forced_give(short item_num,short abil);
Boolean party_take_abil(short abil);
short item_weight(item_record_type item);
Boolean place_item(item_record_type item,location where,Boolean forced);
void destroy_an_item();
void set_item_flag(item_record_type *item);
short get_item(location place,short pc_num,Boolean check_container);
void put_item_graphics();
void set_town_status(unsigned char attitude);
void display_item_event_filter (short item_hit);
short display_item(location from_loc,short pc_num,short mode, bool check_container);
void fancy_choice_dialog_event_filter (short item_hit);
short fancy_choice_dialog(short which_dlog,short parent);
void select_pc_event_filter (short item_hit);
short char_select_pc(short active_only,short free_inv_only,char *title);
short select_pc(short active_only,short free_inv_only);
void get_num_of_items_event_filter (short item_hit);
short get_num_of_items(short max_num);
short choice_dialog(short pic,short num);
void make_cursor_watch() ;
void place_glands(location where,unsigned char m_type);
void reset_item_max();
short item_val(item_record_type item);
void place_treasure(location where,short level,short loot,short mode);
item_record_type return_treasure(short loot,short level,short mode);
void frame_button(RECT button_rect);
void refresh_store_items();
void get_text_response_event_filter (short item_hit);
void get_text_response(short dlg,char *str,short parent_num);
short custom_choice_dialog(char *strs,short pic_num,short buttons[3]) ;
#endif