- All Carbon code is gone - Many dialogs converted; some are still left unimplemented since they still need to be converted - Menus converted to a xib file - The giant arrays specifying the configuration of the special node dialog for each special node type have been replaced with maps and sets. Changes to dialogs: - pict choice dialog can now show picts of differing types; this was required for picking a monster graphic, as monsters of all sizes need to be shown in the same dialog - string choice dialog can set the title, and properly shows the currently selected string - LEDs now accept font format - Fixed LED group's calculation of its rect - Fixed LED group crashing if it has no selection - Tabbing between text fields now works - Fix display of larger monster graphics in dialogs - Fix the script element content showing in the browser preview
71 lines
2.7 KiB
C++
71 lines
2.7 KiB
C++
void init_current_terrain();
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void init_screen_locs();
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bool handle_action(location the_point,sf::Event event);
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void flash_rect(RECT to_flash);
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void swap_terrain();
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void set_new_terrain(ter_num_t selected_terrain);
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void handle_keystroke(char chr,char chr2,sf::Event event);
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void get_wandering_monst();
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void get_town_info();
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void get_sign_resource();
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void set_info_strings();
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cTown::cItem edit_item(cTown::cItem item);
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void modify_lists();
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void set_up_lights();
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bool is_wall(short i,short j);
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bool is_correctable_wall(short i,short j);
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bool is_mountain(short i,short j);
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bool is_hill(short i,short j);
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bool is_hill_or_mountain(short i,short j);
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bool is_water(short i,short j);
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bool is_correctable_water(short i,short j);
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void shy_change_circle_terrain(location center,short radius,ter_num_t terrain_type,short probability);
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void change_circle_terrain(location center,short radius,ter_num_t terrain_type,short probability);
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void change_rect_terrain(rectangle r,ter_num_t terrain_type,short probability,bool hollow);
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void swap_val(unsigned char *val,short a,short b);
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void change_val_4 (unsigned char *val,short a,short b,short c,short d);
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void change_val (unsigned char *val,short a,short b);
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void frill_up_terrain();
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void unfrill_terrain();
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void set_terrain(location l,ter_num_t terrain_type);
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bool fix_rubble(location l);
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bool fix_cave(location l);
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bool fix_mountain(location l);
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bool fix_hill(location l);
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bool fix_water(location l);
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bool out_fix_rubble(location l);
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bool out_fix_cave(location l);
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bool out_fix_mountain(location l);
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bool out_fix_hill(location l);
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bool out_fix_water(location l);
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void adjust_space(location l);
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bool is_lava(short x,short y);
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ter_num_t coord_to_ter(short x,short y);
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short get_obscurity(short x,short y);
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short can_see(location p1,location p2,short mode);
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bool place_item(location spot_hit,short which_item,short property,short always,short odds);
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void place_items_in_town();
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void set_up_start_screen();
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void set_up_main_screen();
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void start_town_edit();
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void start_out_edit();
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void shut_down_menus(short mode);
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void start_terrain_editing();
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void start_monster_editing(short just_redo_text);
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void start_item_editing(short just_redo_text);
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void start_special_item_editing();
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void start_string_editing(short mode,short just_redo_text);
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void start_special_editing(short mode,short just_redo_text);
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void town_entry(location spot_hit);
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void start_dialogue_editing(short restoring);
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bool is_erasable_water(short i,short j);
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bool monst_on_space(location loc,short m_num);
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void place_edit_special(location loc);
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void set_special(location spot_hit);
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bool save_check(std::string which_dlog);
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void update_item_menu();
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ter_num_t get_ground_from_ter(ter_num_t ter);
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bool terrain_matches(unsigned char x, unsigned char y, ter_num_t ter);
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