Game: - Roads now show on the automap again! - Possible fix for undetected issue in displaying outdoor special spots - Road conversion code for legacy scenarios now applied in towns too Editor: - New tool for placing roads, works the same as special dots - Roads appear at all zoom levels Other: - Removed all terrain graphics that used the small road dot, replacing them with blank (white) space - Make obvious out-of-bounds array accesses an error in the project settings
31 lines
1.2 KiB
C++
31 lines
1.2 KiB
C++
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#include <SFML/Graphics.hpp>
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void force_town_enter(short which_town,location where_start);
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void start_town_mode(short which_town, short entry_dir);
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location end_town_mode(short switching_level,location destination); // returns new party location
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void handle_leave_town_specials(short town_number, short which_spec,location start_loc) ;
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void handle_town_specials(short town_number, bool town_dead,location start_loc) ;
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bool abil_exists(eItemAbil abil);
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void start_town_combat(eDirection direction);
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eDirection end_town_combat();
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void place_party(short direction);
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void create_out_combat_terrain(short type,short num_walls,bool is_road);
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void elim_monst(ter_num_t which,short spec_a,short spec_b);
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void do_shop(short which,short min,short max,char *store_name);
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void buy_food(short cost,short per,const char* food_name);
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void healing_shop();
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void do_sell(short which);
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void dump_gold(short print_mes);
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void pick_lock(location where,short pc_num);
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void bash_door(location where,short pc_num);
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void erase_specials();
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void erase_out_specials();
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void clear_map();
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void draw_map(bool need_refresh);
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bool is_door(location destination);
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void display_map();
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void check_done();
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bool quadrant_legal(short i, short j) ;
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