Files
oboe/osx/boe.items.h
Celtic Minstrel 34be9a0233 Bring up Get Items dialog when retrieving stored items from the next scenario, so that you can pick and choose which items to keep.
Also some bugfixes and stuff:
- Fix specials sometimes being run twice in a row
- Holding Control while clicking Create also makes a debug party (as an alternative to holding Command)
- Fix "How Many" popup being non-dismissible
- Reduce loading time spent on checking for missing opcodes
2014-12-08 02:37:15 -05:00

63 lines
2.8 KiB
C++

#include "dialog.h"
#include "pict.h"
void sort_pc_items(short pc_num);
bool give_to_pc(short pc_num,cItemRec item,short print_result,bool allow_overload = false);
bool forced_give(short item_num,eItemAbil abil);
bool GTP(short item_num);
bool silent_GTP(short item_num);
void give_gold(short amount,bool print_result);
bool take_gold(short amount,bool print_result);
short pc_has_abil_equip(short pc_num,short abil);
short pc_has_abil(short pc_num,short abil);
bool party_has_abil(short abil);
bool party_take_abil(short abil);
bool party_check_class(unsigned int item_class,short mode);
short pc_carry_weight(short pc_num);
short amount_pc_can_carry(short pc_num);
void give_food(short amount,bool print_result);
short take_food(short amount,bool print_result);
short pc_has_space(short pc_num);
short pc_ok_to_buy(short pc_num,short cost,cItemRec item);
void take_item(short pc_num,short which_item);
void remove_charge(short pc_num,short which_item);
void enchant_weapon(short pc_num,short item_hit,short enchant_type,short new_val);
void equip_item(short pc_num,short item_num);
void drop_item(short pc_num,short item_num,location where_drop);
bool place_item(cItemRec item,location where,bool forced);
void destroy_an_item();
void give_thing(short pc_num, short item_num);
void combine_things(short pc_num);
short dist_from_party(location where);
void set_item_flag(cItemRec *item);
short get_item(location place,short pc_num,bool check_container);
short get_prot_level(short pc_num,short abil);
void make_town_hostile();
void set_town_attitude(short lo,short hi,short att);
bool show_get_items(std::string titleText, std::vector<cItemRec*>& itemRefs, short pc_getting, bool overload = false);
bool display_item(location from_loc,short pc_num,short mode, bool check_container);
short custom_choice_dialog(std::array<std::string, 6>& strs,short pic_num,ePicType pic_type,std::array<short, 3>& buttons) ;
//short fancy_choice_dialog(short which_dlog,short parent);
short get_num_of_items(short max_num);
void init_mini_map();
void put_pc_effects_on_dialog(cDialog& dialog,short item);
void draw_help_dialog_item_buttons(cDialog& dialog,short item);
void draw_help_dialog_forcefields(cDialog& dialog,short item);
void make_cursor_watch() ;
void place_glands(location where,m_num_t m_type);
short party_total_level() ;
void reset_item_max();
short item_val(cItemRec item);
bool give_to_party(cItemRec item, short print_result);
void place_treasure(location where,short level,short loot,short mode);
short luck_total();
cItemRec return_treasure(short loot);
void refresh_store_items();
std::string get_text_response(std::string prompt = "", pic_num_t pic = 16);
// These are defined in pc.editors.cpp since they are also used by the character editor
short char_select_pc(short active_only,short free_inv_only,const char *title);
short select_pc(short active_only,short free_inv_only);