- 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
75 lines
3.0 KiB
C++
75 lines
3.0 KiB
C++
void init_party(short mode) __attribute__((deprecated));
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void init_party_scen_data() __attribute__((deprecated));
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void make_boats();
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bool create_pc(short spot,short parent_num);
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bool take_sp(short pc_num,short amt);
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void heal_pc(short pc_num,short amt);
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void heal_party(short amt);
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void cure_pc(short pc_num,short amt);
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void cure_party(short amt);
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void curse_pc(short which_pc,short how_much);
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void dumbfound_pc(short which_pc,short how_much);
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void disease_pc(short which_pc,short how_much);
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void sleep_pc(short which_pc,short how_much,eStatus what_type,short adjust);
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void slow_pc(short which_pc,short how_much);
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void web_pc(short which_pc,short how_much);
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void increase_light(short amt);
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void restore_sp_pc(short pc_num,short amt);
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void restore_sp_party(short amt);
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void award_party_xp(short amt);
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void award_xp(short pc_num,short amt);
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void drain_pc(short which_pc,short how_much);
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void do_xp_keep(short pc_num,short mode);
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void spend_xp_event_filter (short item_hit);
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void do_xp_draw();
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void draw_xp_skills();
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bool spend_xp(short pc_num, short mode, short parent);
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short mage_lore_total();
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bool poison_weapon( short pc_num, short how_much,short safe);
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bool is_weapon(short pc_num,short item);
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void cast_spell(short type,short situation);
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bool repeat_cast_ok(short type);
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void give_party_spell(short which);
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void do_mage_spell(short pc_num,short spell_num);
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void do_priest_spell(short pc_num,short spell_num);
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void cast_town_spell(location where);
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void sanctify_space(location where);
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void crumble_wall(location where);
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void do_mindduel(short pc_num,cCreature *monst);
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void dispel_fields(short i,short j,short mode);
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bool pc_can_cast_spell(short pc_num,short type,short spell_num);
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void pick_spell_event_filter (short item_hit);
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short pick_spell(short pc_num,short type,short situation) ;
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short stat_adj(short pc_num,short which);
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void set_town_spell(short s_num,short who_c);
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void alch_choice_event_filter (short item_hit);
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void do_alchemy();
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short alch_choice(short pc_num);
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void pc_graphic_event_filter (short item_hit);
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bool pick_pc_graphic(short pc_num,short mode,short parent_num);
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void pc_name_event_filter (short item_hit);
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bool pick_pc_name(short pc_num,short parent_num) ;
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void pick_trapped_monst_event_filter (short item_hit);
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m_num_t pick_trapped_monst() ;
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bool flying() ;
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void acid_pc(short which_pc,short how_much);
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void poison_pc(short which_pc,short how_much);
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void poison_party(short how_much);
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void affect_pc(short which_pc,eStatus type,short how_much);
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void affect_party(eStatus type,short how_much);
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void void_sanctuary(short pc_num);
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void hit_party(short how_much,eDamageType damage_type);
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void slay_party(eMainStatus mode);
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bool damage_pc(short which_pc,short how_much,eDamageType damage_type,eMonsterType type_of_attacker, short sound_type);
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void kill_pc(short which_pc,eMainStatus type);
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void set_pc_moves();
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void take_ap(short num);
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short cave_lore_present();
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short woodsman_present();
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void init_spell_menus();
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void adjust_spell_menus();
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void print_spell_cast(short spell_num,short which);
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void update_gold_skills();
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void put_party_in_scen(std::string scen_name);
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