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

51 lines
1.9 KiB
C

#ifndef _PARTY_H
#define _PARTY_H
void init_party(short mode);
void init_party_scen_data();
void make_boats() ;
pc_record_type return_dummy_pc();
pc_record_type create_prefab_pc(short num);
Boolean create_pc(short spot,short parent_num);
void increase_light(short amt);
void do_xp_keep(short pc_num,short mode);
Boolean spend_xp_event_filter (short item_hit);
void do_xp_draw();
void draw_xp_skills();
Boolean spend_xp(short pc_num, short mode, short parent);
Boolean poison_weapon( short pc_num, short how_much,short safe);
Boolean is_weapon(short pc_num,short item);
void cast_spell(short type,short situation);
Boolean repeat_cast_ok(short type);
void give_party_spell(short which);
void do_mage_spell(short pc_num,short spell_num);
void do_priest_spell(short pc_num,short spell_num);
void cast_town_spell(location where);
void check_spell_on_space(location where, unsigned char spell);
void do_mindduel(short pc_num,creature_data_type *monst);
void dispel_fields(short i,short j,short mode);
Boolean pc_can_cast_spell(short pc_num,short type,short spell_num);
void pick_spell_event_filter (short item_hit);
short pick_spell(short pc_num,short type,short situation) ;
void set_town_spell(short s_num,short who_c);
void alch_choice_event_filter (short item_hit);
void do_alchemy();
short alch_choice(short pc_num);
void pc_graphic_event_filter (short item_hit);
Boolean pick_pc_graphic(short pc_num,short mode,short parent_num);
void pc_name_event_filter ();
Boolean pick_pc_name(short pc_num,short parent_num) ;
void pick_trapped_monst_event_filter (short item_hit);
unsigned char pick_trapped_monst() ;
void affect_pc(short which_pc,short type,short how_much);
void void_sanctuary(short pc_num);
void set_pc_moves();
void take_ap(short num);
short cave_lore_present();
void adjust_spell_menus();
void print_spell_cast(short spell_num,short which);
void update_gold_skills();
void put_party_in_scen();
#endif