Files
oboe/Win32/Blades of Exile/boe.graphutil.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
1.7 KiB
C

#ifndef _GRAPHUTIL_H
#define _GRAPHUTIL_H
void draw_one_terrain_spot (short i,short j,short terrain_to_draw,short dest);
void draw_monsters();
void play_see_monster_str(unsigned char m);
void draw_pcs(location center,short mode);
void draw_items();
void draw_outd_boats(location center);
void draw_town_boat(location center) ;
void draw_fields();
void draw_spec_items();
void draw_sfx();
void draw_one_field(unsigned char flag,short source_x,short short_y);
void draw_one_spec_item(unsigned char flag,short source_x,short short_y);
void draw_party_symbol(location center);
RECT return_item_rect(short wanted);
RECT get_monster_template_rect (unsigned char type_wanted,short mode,short which_part) ;
RECT get_item_template_rect (short type_wanted);
unsigned char get_t_t(int x, int y); // returns terrain type at where
Boolean is_fluid(unsigned char ter_type);
Boolean is_shore(unsigned char ter_type);
Boolean is_wall(unsigned char ter_type);
Boolean is_ground(unsigned char ter_type);
void make_town_trim(short mode);
void make_out_trim();
Boolean pt_in_rect(location loc, RECT16 rect);
void adjust_monst_menu();
void frame_space(location where,short mode,short width,short height);
char add_trim_to_array(int x, int y, unsigned char ter_type);
char add_trim_to_array(location where,unsigned char ter_type);
void rect_draw_some_item(HBITMAP src, RECT16 src_rect, HBITMAP dest, RECT16 dest_rect,
short trans, short main_win);
void fry_dc(HWND hwnd,HDC dc);
void DisposeGWorld(HBITMAP bitmap);
HBITMAP load_pict(short pict_num,HDC);
void paint_pattern(HBITMAP dest,short which_mode,RECT dest_rect,short which_pattern);
/* GK */
extern HBITMAP ReadBMP(char * fileName);
extern HBITMAP ReadScenFile(char* filename);
#endif