57 lines
2.0 KiB
C++
57 lines
2.0 KiB
C++
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#include "scen.global.hpp"
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#include "undo.hpp"
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void handle_action(location the_point,sf::Event event);
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void flash_rect(rectangle 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(sf::Event event);
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void handle_scroll(const 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 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 flood_fill_terrain(location start, ter_num_t terrain_type);
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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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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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bool place_item(location spot_hit,short which_item,bool property,bool 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 start_terrain_editing();
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void start_monster_editing(bool just_redo_text);
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void start_item_editing(bool just_redo_text);
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void start_special_item_editing(bool just_redo_text);
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void start_quest_editing(bool just_redo_text);
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void start_shops_editing(bool just_redo_text);
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void start_string_editing(eStrMode 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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void update_mouse_spot(location the_point);
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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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/// Represents the action of adding a new town to the end of the list
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class aNewTown : public cAction {
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class cTown* theTown;
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bool undo_me() override;
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bool redo_me() override;
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public:
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aNewTown(class cTown* t);
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~aNewTown();
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};
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