- Added some of the most basic dialogs - Changed C-style <xxx.h> headers to C++-style <cxxx> headers - Switched graphics to load from the PNG files in graphics.exd rather than from Blades of Exile Graphics (NOTE: Some graphics still don't work, probably because of incorrect source rects) - Switched cursors to load from GIF files in graphics.exd rather than from Blades of Exile Graphics - Moved Niemand's tileImage functions from boe.graphics.cpp to graphtool.cpp, so they can be used by all three programs. - Added some string lists in .txt files - Made cursors into an enum - Rewrote the code for displaying the Edit Terrain dialog to use the new engine (not tested yet) - Fixed some __attribute__((deprecated)) stuff - Most graphics are now loaded just after the custom graphics. This means they will be overridden by a file of the same name in the scenario's .exr folder. - Altered modes a little so that when at the startup screen you are in MODE_STARTUP rather than MODE_OUTDOORS. - Switched from function pointers to boost::function – the Boost libraries are now required. - Finished off the new dialog engine and made gess necessary - Added status icons as another type that can be drawn in dialogs - C Wrappers for Cocoa cursors based on an Apple example. This is tested, and works perfectly. - Added a switch in the program for using Windows graphics; however, there is no way as yet to set this flag, and in fact there aren't even any Windows graphics to use. - Added include guards to graphtool.h - Made separate mac and win directories within sounds.exa, since the Mac and Windows sounds are mostly subtly different (with two completely different!) git-svn-id: http://openexile.googlecode.com/svn/trunk@90 4ebdad44-0ea0-11de-aab3-ff745001d230
60 lines
1.9 KiB
C
60 lines
1.9 KiB
C
void init_directories();
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void do_apple_event_open(FSSpec file_info);
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//void load_file();
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//void save_file(short mode);
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void change_rect_terrain(Rect r,ter_num_t terrain_type,short probability,bool hollow);
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void swap_val(unsigned char *val,short a,short b);
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void change_val_4 (unsigned char *val,short a,short b,short c,short d);
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void change_val (unsigned char *val,short a,short b);
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void form_template_terrain() ;
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//void load_town(short town_num,short mode,short extra,char *str);
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void shift_universe_left();
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void shift_universe_right();
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void shift_universe_up();
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void shift_universe_down();
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void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y);
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void build_outdoors();
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void save_outdoor_maps();
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void add_outdoor_maps();
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void fix_boats();
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//void load_outdoors(short to_create_x, short to_create_y, short targ_x, short targ_y, short mode,short extra,char *str);
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// long get_reg_data();
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long do_waterfall(long flag);
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short init_data(short flag);
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void import_template_terrain();
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void import_anim_terrain(short mode);
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void start_data_dump();
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void end_data_dump();
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void set_terrain(location l, ter_num_t terrain_type);
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//void oops_error(short error);
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void set_up_ter_pics();
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//bool load_scenario();
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short onm(char x_sector,char y_sector);
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void build_scen_headers();
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bool load_scenario_header(FSRef filename/*,short header_entry*/);
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//void load_spec_graphics();
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//bool check_p (short pword);
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//void build_scen_file_name (Str255 file_n);
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//short town_s(short flag);
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//short out_s(short flag);
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//short str_size_1(short flag);
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//short str_size_2(short flag);
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//short str_size_3(short flag);
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//short get_buf_ptr(short flag);
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//bool check_p (short pword);
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void init_town() __attribute__((deprecated));
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//void port_talk_nodes();
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//void port_town();
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//void port_t_d();
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//void port_scenario();
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//void port_item_list();
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//void port_out(outdoor_record_type *out);
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//void flip_spec_node(cSpecial *spec);
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//void flip_short(short *s);
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//void flip_rect(Rect *s);
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void alter_rect(Rect *r);
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