Files
oboe/Win32/Blades of Exile/boe.locutils.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

48 lines
1.8 KiB
C

#ifndef _LOCUTILS_H
#define _LOCUTILS_H
#include "classes/location.h"
#include "global.h"
short dist(location p1,location p2);
short vdist(location p1,location p2) ;
Boolean adjacent(location p1,location p2);
Boolean point_onscreen(location center,location check);
short set_direction (location old_pt, location new_pt);
location global_to_local(location global);
location local_to_global(location local);
Boolean loc_off_world(location p1);
Boolean loc_off_act_area(location p1);
location get_cur_loc();
short short_can_see(shortloc p1,shortloc p2);
Boolean is_lava(short x,short y);
short can_see(location p1,location p2,short mode);
short get_obscurity(short x,short y);
unsigned char coord_to_ter(short x,short y);
Boolean is_container(location loc);
void update_explored(location dest);
Boolean is_blocked(location to_check);
Boolean monst_on_space(location loc,short m_num);
short monst_there(location where) ;
Boolean monst_can_be_there(location loc,short m_num);
Boolean monst_adjacent(location loc,short m_num);
Boolean monst_can_see(short m_num,location l);
Boolean party_can_see_monst(short m_num);
Boolean can_see_monst(location l,short m_num);
Boolean outd_is_blocked(location to_check);
Boolean special_which_blocks_monst(location to_check);
Boolean is_special(location to_check);
Boolean outd_is_special(location to_check);
Boolean impassable(unsigned char terrain_to_check);
short get_blockage(unsigned char terrain_type);
short light_radius();
Boolean pt_in_light(location from_where,location to_where) ;// Assumes, of course, in town or combat
Boolean combat_pt_in_light(location to_where);
Boolean party_sees_a_monst(); // Returns true is a hostile monster is in sight.
short party_can_see(location where);
location push_loc(location from_where,location to_where);
Boolean spot_impassable(short i,short j);
void alter_space(short i,short j,unsigned char ter);
#endif