Files
oboe/osx/classes/special.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

47 lines
683 B
C++

/*
* special.h
* BoE
*
* Created by Celtic Minstrel on 20/04/09.
*
*/
#ifndef SPECIAL_H
#define SPECIAL_H
#include <iosfwd>
namespace legacy { struct special_node_type; };
class cSpecial {
public:
short type;
short sd1;
short sd2;
short pic;
short pictype;
short m1;
short m2;
short m3;
short ex1a;
short ex1b;
short ex1c;
short ex2a;
short ex2b;
short ex2c;
short jumpto;
cSpecial();
cSpecial& operator = (legacy::special_node_type& old);
void writeTo(std::ostream& file);
};
struct pending_special_type {
spec_num_t spec;
eSpecContext mode;
unsigned char type; // 0 - scen, 1 - out, 2 - town
location where;
long long trigger_time;
};
#endif