Files
oboe/osx/boe.text.h
Celtic Minstrel 6af129c277 - Nuked the storage_gworld and party_template_gworld. Monster, terrain, and PC graphics are now drawn directly from their sheets of origin. This is partly tested, and seems to work fine.
- 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
2009-06-28 17:18:24 +00:00

54 lines
2.1 KiB
C++

#include <string>
short text_pc_has_abil_equip(short pc_num,short abil);
void put_pc_screen();
void place_buy_button(short position,short pc_num,short item_num);
void put_item_screen(short screen_num,short suppress_buttons);
void place_item_bottom_buttons();
//Rect get_party_template_rect(short pc_num,short mode);
void set_stat_window(short new_stat);
void place_item_button(short which_button_to_put,short which_slot,short which_button_position,short extra_val);
short first_active_pc();
void refresh_stat_areas(short mode);
short total_encumberance(short pc_num);
//short get_tnl(pc_record_type *pc);
void draw_pc_effects(short pc);
void print_party_stats() ;
short do_look(location space);
short town_boat_there(location where);
short out_boat_there(location where);
short town_horse_there(location where);
short out_horse_there(location where);
void notify_out_combat_began(cOutdoors::cWandering encounter,short *nums) ;
std::string get_m_name(m_num_t num);
std::string get_ter_name(ter_num_t num);
void print_monst_name(m_num_t m_type);
void print_monst_attacks(m_num_t m_type,short target);
void damaged_message(short damage,short type);
std::string print_monster_going(m_num_t m_num,short ap);
void monst_spell_note(m_num_t number,short which_mess);
void monst_cast_spell_note(m_num_t number,short spell,short type);
void monst_breathe_note(m_num_t number);
void monst_damaged_mes(short which_m,short how_much,short how_much_spec);
void monst_killed_mes(short which_m);
void print_nums(short a,short b,short c);
short print_terrain(location space);
void add_string_to_buf(std::string str);
void init_buf();
void print_buf () ;
void restart_printing();
void restore_mode();
void through_sending();
void Display_String(Str255 str);
Rect coord_to_rect(short i,short j);
void make_cursor_sword() ;
void get_str(Str255 str,short i, short j);
void drawstring(char * str);
short string_length(char *str);
short calc_day();
bool day_reached(unsigned char which_day, unsigned char which_event);
void display_string(char *str);
void Draw_Some_Item (GWorldPtr src_gworld, Rect src_rect, GWorldPtr targ_gworld, location target, char masked, short main_win);
//Rect get_custom_rect (short which_rect);