* debug_leave_town use same logic as normal town exit. fix #549 * Standardize all save party code paths Fix #480 Fix #204 Fix #267 * remove file_in_mem now that it is redundant * Print message when save file not chosen
109 lines
4.7 KiB
C++
109 lines
4.7 KiB
C++
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#ifndef BOE_GAME_ACTIONS_H
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#define BOE_GAME_ACTIONS_H
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#include <SFML/Window/Event.hpp>
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#include "location.hpp"
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#include "dialogxml/keycodes.hpp"
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#include "tools/framerate_limiter.hpp"
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void init_screen_locs();
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bool prime_time();
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bool handle_action(const sf::Event& event, cFramerateLimiter& fps_limiter);
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void advance_time(bool did_something, bool need_redraw, bool need_reprint);
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void handle_move(location destination, bool& did_something, bool& need_redraw, bool& need_reprint);
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void handle_monster_actions(bool& need_redraw, bool& need_reprint);
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bool someone_awake();
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void handle_menu_spell(short spell_picked,short spell_type) ;
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void initiate_outdoor_combat(short i);
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bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter);
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bool handle_scroll(const sf::Event& event);
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void do_load();
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void post_load();
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void do_save(bool save_as = false);
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void do_abort();
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void increase_age();
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void handle_hunting();
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void switch_pc(short which);
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void handle_drop_pc();
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void handle_new_pc();
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void new_party();
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void handle_death();
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void start_new_game(bool force = false);
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void start_tutorial();
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location get_cur_direction(location the_point);
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bool outd_move_party(location destination,bool forced);
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bool town_move_party(location destination,short forced);
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bool someone_poisoned();
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short nearest_monster();
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void setup_outdoors(location where);
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short get_outdoor_num();
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short count_walls(location loc);
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bool is_sign(ter_num_t ter);
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bool check_for_interrupt(std::string confirm_dialog = "confirm-interrupt-special");
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void handle_startup_button_click(eStartButton btn, eKeyMod mods);
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void handle_switch_pc(short which_pc, bool& need_redraw, bool& need_reprint);
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void handle_switch_pc_items(short which_pc, bool& need_redraw);
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void handle_equip_item(short item_hit, bool& need_redraw);
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void handle_use_item(short item_hit, bool& did_something, bool& need_redraw);
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void handle_item_shop_action(short item_hit);
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void handle_alchemy(bool& need_redraw, bool& need_reprint);
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void handle_wait(bool& did_something, bool& need_redraw, bool& need_reprint);
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void handle_combat_switch(bool& did_something, bool& need_redraw, bool& need_reprint);
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void handle_missile(bool& need_redraw, bool& need_reprint);
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void handle_get_items(bool& did_something, bool& need_redraw, bool& need_reprint);
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void handle_drop_item(short item_hit, bool& need_redraw);
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void handle_drop_item(location destination, bool& need_redraw);
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void handle_give_item(short item_hit, bool& did_something, bool& need_redraw);
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void handle_toggle_active(bool& need_reprint);
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void handle_parry(bool& did_something, bool& need_redraw, bool& need_reprint);
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void show_dialog_action(std::string xml_file);
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void handle_new_pc_graphic();
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void handle_rename_pc();
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void handle_begin_look(bool right_button, bool& need_redraw, bool& need_reprint);
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void handle_look(location destination, bool right_button, eKeyMod mods, bool& need_redraw, bool& need_reprint);
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void screen_shift(int dx, int dy, bool& need_redraw);
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bool handle_screen_shift(location delta, bool& need_redraw);
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void handle_rest(bool& need_redraw, bool& need_reprint);
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void handle_spellcast(eSkill which_type, bool& did_something, bool& need_redraw, bool& need_reprint, bool record = true);
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void handle_target_space(location destination, bool& did_something, bool& need_redraw, bool& need_reprint);
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void handle_pause(bool& did_something, bool& need_redraw);
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void handle_bash_pick_select(bool& need_reprint, bool isBash);
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void handle_bash_pick(location destination, bool& did_something, bool& need_redraw, bool isBash);
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void handle_use_space_select(bool& need_reprint);
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void handle_use_space(location destination, bool& did_something, bool& need_redraw);
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void show_inventory();
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void toggle_debug_mode();
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void debug_give_item();
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void debug_print_location();
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void debug_step_through();
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void debug_leave_town();
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void debug_kill();
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void debug_magic_map();
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void debug_enter_town();
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void debug_refresh_stores();
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void debug_clean_up();
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void debug_stealth_detect_life_firewalk();
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void debug_fly();
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void debug_ghost_mode();
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void debug_return_to_start();
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void handle_victory(bool force = false, bool record = false);
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void debug_increase_age();
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void debug_towns_forget();
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void debug_heal_plus_extra();
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void debug_heal();
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void handle_print_pc_hp(int which_pc, bool& need_reprint);
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void handle_print_pc_sp(int which_pc, bool& need_reprint);
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void handle_trade_places(int which_pc, bool& need_reprint);
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void handle_begin_talk(bool& need_reprint);
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void handle_talk(location destination, bool& did_something, bool& need_redraw, bool& need_reprint);
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void give_help_and_record(short help1, short help2);
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void show_item_info(short item_hit);
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void close_map(bool record = false);
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void cancel_item_target(bool& did_something, bool& need_redraw, bool& need_reprint);
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void update_item_stats_area(bool& need_reprint);
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void easter_egg(int idx);
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#endif
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