Files
oboe/osx/Scenario Editor/loc_utils.h
Celtic Minstrel 632f1e7b32 This revision entails a consolidation of the dialog code and its dependencies into a single place.
Formerly there were three separate copies of the dialog code; now there's only one.

It's still quite rough around the edges, though – the edit terrain dialog causes the scenario editor to crash,
and for some reason the dialog controls are not drawn in the game or in the character editor. I am still working
to resolve this.

It can't be seen in the diff, since it involves a binary file, but the resources representing dialogs for the character editor were
altered. Basically, every text item with a label of "0_105" was changed to "0_150", and each one with a label of "0_106" was changed
to "0_151". The reason for this is a conflict between the meaning of those two labels in the character editor and in the scenario editor and
the game.

In addition to the consolidation of the dialog code, I have made alterations that should theoretically allow the scenario editor to draw
custom graphics in its dialogs. I am uncertain that this works, though, since the scenario editor is now failing to FIND the custom graphics.

git-svn-id: http://openexile.googlecode.com/svn/trunk@22 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-04-19 01:25:14 +00:00

43 lines
1.9 KiB
C

void set_terrain_blocked();
short dist(location p1,location p2);
short ex_sqrt(short val);
short vdist(location p1,location p2) ;
Boolean adjacent(location p1,location p2);
Boolean point_onscreen(location center,location check);
short set_direction (location old_pt, location new_pt);
location global_to_local(location global);
location local_to_global(location local);
Boolean loc_off_world(location p1);
Boolean loc_off_act_area(location p1);
location get_cur_loc();
Boolean is_lava(short x,short y);
short can_see(location p1,location p2,short mode);
short get_obscurity(short x,short y);
unsigned char coord_to_ter(short x,short y);
Boolean is_container(location loc);
void update_explored(location dest);
Boolean is_blocked(location to_check);
bool monst_on_space(location loc,short m_num);
short monst_there(location where) ;
Boolean monst_can_be_there(location loc,short m_num);
Boolean monst_adjacent(location loc,short m_num);
Boolean monst_can_see(short m_num,location l);
Boolean party_can_see_monst(short m_num);
Boolean can_see_monst(location l,short m_num);
Boolean outd_is_blocked(location to_check);
Boolean special_which_blocks_monst(location to_check);
Boolean is_special(location to_check);
Boolean outd_is_special(location to_check);
Boolean impassable(unsigned char terrain_to_check);
short get_blockage(unsigned char terrain_type);
short light_radius();
Boolean pt_in_light(location from_where,location to_where) ;// Assumes, of course, in town or combat
Boolean combat_pt_in_light(location to_where);
Boolean party_sees_a_monst(); // Returns true is a hostile monster is in sight.
short party_can_see(location where);
location push_loc(location from_where,location to_where);
Boolean spot_impassable(short i,short j);
void swap_ter(short i,short j,unsigned char ter1,unsigned char ter2);
void alter_space(short i,short j,unsigned char ter);
bool same_point(location p1,location p2);