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
41 lines
2.5 KiB
C
41 lines
2.5 KiB
C
void start_split(short a,short b,short noise);
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void end_split(short noise);
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Boolean town_specials(short which,short t_num);
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Boolean handle_wandering_specials (short mode);
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Boolean check_special_terrain(location where_check,short mode,short which_pc,short *spec_num,
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Boolean *forced);
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void check_fields(location where_check,short mode,short which_pc);
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void use_spec_item(short item);
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void use_item(short pc,short item);
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Boolean use_space(location where);
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Boolean adj_town_look(location where);
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void PSOE(short str1a,short str1b,short str2a,short str2b,
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short which_special,unsigned char *stuff_done_val,short where_put);
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Boolean damage_monst(short which_m, short who_hit, short how_much, short how_much_spec, short dam_type);
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void kill_monst(creature_data_type *which_m,short who_killed);
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BOOL special_increase_age(char mode);
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void out_move_party(char x,char y) ;
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void teleport_party(short x,short y,short mode);
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Boolean run_stone_circle(short which);
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void change_level(short town_num,short x,short y);
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void push_things();
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void run_special(short which_mode,short which_type,short start_spec,location spec_loc,short *a,short *b,short *redraw);
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special_node_type get_node(short cur_spec,short cur_spec_type);
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void general_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
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short *next_spec,short *next_spec_type,short *a,short *b,short *redraw);
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void setsd(short a,short b,short val);
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void handle_message(short which_mode,short cur_type,short mess1,short mess2,short *a,short *b);
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void get_strs(char *str1,char *str2,short cur_type,short which_str1,short which_str2) ;
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void ifthen_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
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short *next_spec,short *next_spec_type,short *a,short *b,short *redraw);
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void affect_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
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short *next_spec,short *next_spec_type,short *a,short *b,short *redraw);
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void oneshot_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
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short *next_spec,short *next_spec_type,short *a,short *b,short *redraw);
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void townmode_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
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short *next_spec,short *next_spec_type,short *a,short *b,short *redraw);
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void rect_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
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short *next_spec,short *next_spec_type,short *a,short *b,short *redraw);
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void outdoor_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
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short *next_spec,short *next_spec_type,short *a,short *b,short *redraw);
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