Files
oboe/src/boe.town.hpp
Celtic Minstrel c68b01c3a2 Make roads an overlay instead of a terrain trim type
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
2015-09-27 22:37:12 -04:00

31 lines
1.2 KiB
C++

#include <SFML/Graphics.hpp>
void force_town_enter(short which_town,location where_start);
void start_town_mode(short which_town, short entry_dir);
location end_town_mode(short switching_level,location destination); // returns new party location
void handle_leave_town_specials(short town_number, short which_spec,location start_loc) ;
void handle_town_specials(short town_number, bool town_dead,location start_loc) ;
bool abil_exists(eItemAbil abil);
void start_town_combat(eDirection direction);
eDirection end_town_combat();
void place_party(short direction);
void create_out_combat_terrain(short type,short num_walls,bool is_road);
void elim_monst(ter_num_t which,short spec_a,short spec_b);
void do_shop(short which,short min,short max,char *store_name);
void buy_food(short cost,short per,const char* food_name);
void healing_shop();
void do_sell(short which);
void dump_gold(short print_mes);
void pick_lock(location where,short pc_num);
void bash_door(location where,short pc_num);
void erase_specials();
void erase_out_specials();
void clear_map();
void draw_map(bool need_refresh);
bool is_door(location destination);
void display_map();
void check_done();
bool quadrant_legal(short i, short j) ;