
*Classic Blades of Exile changes : Game : Bug Fixes : - Giant Strength ability and Skill ability now use the ability strength rather than the item level to calculate effect. - Won't take damage when moving boats over damaging terrains (fire, cold, magic, poison, disease) anymore. - Won't take damage when horses refuses to enter a damaging terrain (fire, cold, magic) anymore. - Horses won't enter damaging terrains (fire, cold, magic) or "horse blocking" terrains when outdoors anymore. - Boom effects won't be displayed at random places when being damaged outdoors anymore. - Damage won't be displayed in boom animation when attacking invulnerable monsters, when they are, in fact, unharmed ... - The first pc won't become active with 0 AP anymore when a pc get killed by backshots. Changes : - All terrains and monsters sheets now loaded in memory to bypass storage sheet. That should speed up the game and fix some graphical oddities. Mac and Windows graphics can now be swapped on the fly (i.e without restarting the game). That also removes any graphical limitation in the game. - In the same way, PC graphics will now be drawn directly to the game gworld. Scenario Editor : - Dumping functions won't change current town/outdoor section anymore. - Finished porting the file IO functions to 32 bits. - Added a rudimentary custom intro picture behavior : if the intro picture is set to 100, the first icon on the custom sheet will be displayed in the scenario selection menu. Scenario intro pics must be drawn on the same scale as talk icons. - Whenever the “Place Random Items” function is used, the editor will inform the user that it could not place all items because the town item # limit has been reached, regardless of how many items are actually in the town. That has been fixed (the message now displays only if the max number of items is indeed reached). - Cleaned the ressources (smaller executable). git-svn-id: http://openexile.googlecode.com/svn/trunk@93 4ebdad44-0ea0-11de-aab3-ff745001d230
51 lines
1.8 KiB
C
51 lines
1.8 KiB
C
#ifndef _PARTY_H
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#define _PARTY_H
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void init_party(short mode);
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void init_party_scen_data();
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void make_boats() ;
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pc_record_type return_dummy_pc();
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pc_record_type create_prefab_pc(short num);
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Boolean create_pc(short spot,short parent_num);
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void increase_light(short amt);
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void do_xp_keep(short pc_num,short mode);
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Boolean 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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Boolean spend_xp(short pc_num, short mode, short parent);
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Boolean poison_weapon( short pc_num, short how_much,short safe);
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Boolean is_weapon(short pc_num,short item);
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void cast_spell(short type,short situation);
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Boolean 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 do_mindduel(short pc_num,creature_data_type *monst);
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void dispel_fields(short i,short j,short mode);
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Boolean 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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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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Boolean pick_pc_graphic(short pc_num,short mode,short parent_num);
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void pc_name_event_filter ();
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Boolean 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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unsigned char pick_trapped_monst() ;
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void affect_pc(short which_pc,short type,short how_much);
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void void_sanctuary(short pc_num);
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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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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();
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#endif
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