Files
oboe/src/scenedit/scen.actions.hpp
ALONSO Laurent 386632131c ScenEditor: create a class to store some static buttons and scrollbars
+ begin to use it, to be continued...
2022-06-30 01:10:46 -04:00

57 lines
2.0 KiB
C++

#include "scen.global.hpp"
#include "undo.hpp"
void handle_action(location the_point,sf::Event event);
void flash_rect(rectangle to_flash);
void swap_terrain();
void set_new_terrain(ter_num_t selected_terrain);
void handle_keystroke(sf::Event event);
void handle_scroll(const sf::Event& event);
void get_wandering_monst();
void get_town_info();
void get_sign_resource();
void set_info_strings();
cTown::cItem edit_item(cTown::cItem item);
void change_circle_terrain(location center,short radius,ter_num_t terrain_type,short probability);
void change_rect_terrain(rectangle r,ter_num_t terrain_type,short probability,bool hollow);
void flood_fill_terrain(location start, ter_num_t terrain_type);
void frill_up_terrain();
void unfrill_terrain();
void set_terrain(location l,ter_num_t terrain_type);
void adjust_space(location l);
bool is_lava(short x,short y);
ter_num_t coord_to_ter(short x,short y);
bool place_item(location spot_hit,short which_item,bool property,bool always,short odds);
void place_items_in_town();
void set_up_start_screen();
void set_up_main_screen();
void start_town_edit();
void start_out_edit();
void start_terrain_editing();
void start_monster_editing(bool just_redo_text);
void start_item_editing(bool just_redo_text);
void start_special_item_editing(bool just_redo_text);
void start_quest_editing(bool just_redo_text);
void start_shops_editing(bool just_redo_text);
void start_string_editing(eStrMode mode,short just_redo_text);
void start_special_editing(short mode,short just_redo_text);
void town_entry(location spot_hit);
void start_dialogue_editing(short restoring);
void update_mouse_spot(location the_point);
bool monst_on_space(location loc,short m_num);
void place_edit_special(location loc);
void set_special(location spot_hit);
bool save_check(std::string which_dlog);
/// Represents the action of adding a new town to the end of the list
class aNewTown : public cAction {
class cTown* theTown;
bool undo_me() override;
bool redo_me() override;
public:
aNewTown(class cTown* t);
~aNewTown();
};