- Removed the terrain_pic and terrain_blockage arrays, which were redundant (though shorter). - Cleaned out some of the commented code in boe.graphics.cpp and boe.graphutil.cpp - Added a templated get function to cOutdoors::cWandering. In the dialog engine: - Important fields are now initialized to default values, as they should be. - The absence of required attributes is now recognized as an error - Added stack element to the DTD; no code support yet - Added fore attribute to the dialog element to specify default text colour; DTD updated and code support added. - Likewise with the def-key attribute on other clickable items besides buttons (which already had it) - Updated stylesheet to fall back on the fore attribute when colour is unspecified - When drawing default monster graphics, it uses m_start_pic instead of num as the index. This should be right, though it's untested. Unfortunately, the dialog engine is still unstable. git-svn-id: http://openexile.googlecode.com/svn/trunk@100 4ebdad44-0ea0-11de-aab3-ff745001d230
54 lines
2.1 KiB
C++
54 lines
2.1 KiB
C++
#include <string>
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short text_pc_has_abil_equip(short pc_num,short abil);
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void put_pc_screen();
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void place_buy_button(short position,short pc_num,short item_num);
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void put_item_screen(short screen_num,short suppress_buttons);
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void place_item_bottom_buttons();
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//Rect get_party_template_rect(short pc_num,short mode);
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void set_stat_window(short new_stat);
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void place_item_button(short which_button_to_put,short which_slot,short which_button_position,short extra_val);
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short first_active_pc();
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void refresh_stat_areas(short mode);
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short total_encumberance(short pc_num);
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//short get_tnl(pc_record_type *pc);
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void draw_pc_effects(short pc);
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void print_party_stats() ;
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short do_look(location space);
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short town_boat_there(location where);
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short out_boat_there(location where);
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short town_horse_there(location where);
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short out_horse_there(location where);
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void notify_out_combat_began(cOutdoors::cWandering encounter,short *nums) ;
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std::string get_m_name(m_num_t num);
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std::string get_ter_name(ter_num_t num);
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void print_monst_name(m_num_t m_type);
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void print_monst_attacks(m_num_t m_type,short target);
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void damaged_message(short damage,short type);
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std::string print_monster_going(m_num_t m_num,short ap);
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void monst_spell_note(m_num_t number,short which_mess);
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void monst_cast_spell_note(m_num_t number,short spell,short type);
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void monst_breathe_note(m_num_t number);
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void monst_damaged_mes(short which_m,short how_much,short how_much_spec);
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void monst_killed_mes(short which_m);
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void print_nums(short a,short b,short c);
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short print_terrain(location space);
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void add_string_to_buf(std::string str);
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void init_buf();
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void print_buf () ;
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void restart_printing();
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void restore_mode();
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void through_sending();
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void Display_String(Str255 str);
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Rect coord_to_rect(short i,short j);
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void make_cursor_sword() ;
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void get_str(Str255 str,short i, short j);
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void drawstring(char * str);
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short string_length(char *str);
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short calc_day();
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bool day_reached(unsigned char which_day, unsigned char which_event);
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void display_string(char *str);
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void Draw_Some_Item (GWorldPtr src_gworld, Rect src_rect, GWorldPtr targ_gworld, location target, char masked, short main_win);
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//Rect get_custom_rect (short which_rect);
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