- Removed the terrain_pic and terrain_blockage arrays, which were redundant (though shorter). - Cleaned out some of the commented code in boe.graphics.cpp and boe.graphutil.cpp - Added a templated get function to cOutdoors::cWandering. In the dialog engine: - Important fields are now initialized to default values, as they should be. - The absence of required attributes is now recognized as an error - Added stack element to the DTD; no code support yet - Added fore attribute to the dialog element to specify default text colour; DTD updated and code support added. - Likewise with the def-key attribute on other clickable items besides buttons (which already had it) - Updated stylesheet to fall back on the fore attribute when colour is unspecified - When drawing default monster graphics, it uses m_start_pic instead of num as the index. This should be right, though it's untested. Unfortunately, the dialog engine is still unstable. git-svn-id: http://openexile.googlecode.com/svn/trunk@100 4ebdad44-0ea0-11de-aab3-ff745001d230
43 lines
1.8 KiB
C
43 lines
1.8 KiB
C
//void set_terrain_blocked();
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//short dist(location p1,location p2);
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//short ex_sqrt(short val);
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//short vdist(location p1,location p2) ;
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bool adjacent(location p1,location p2);
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bool point_onscreen(location center,location check);
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short set_direction (location old_pt, location new_pt);
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location global_to_local(location global);
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location local_to_global(location local);
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bool loc_off_world(location p1);
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bool loc_off_act_area(location p1);
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location get_cur_loc();
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short short_can_see(shortloc p1,shortloc p2);
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bool is_lava(short x,short y);
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short can_see(location p1,location p2,short mode);
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short get_obscurity(short x,short y);
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ter_num_t coord_to_ter(short x,short y);
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bool is_container(location loc);
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void update_explored(location dest);
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bool is_blocked(location to_check);
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bool monst_on_space(location loc,short m_num);
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short monst_there(location where) ;
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bool monst_can_be_there(location loc,short m_num);
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bool monst_adjacent(location loc,short m_num);
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bool monst_can_see(short m_num,location l);
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bool party_can_see_monst(short m_num);
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bool can_see_monst(location l,short m_num);
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bool outd_is_blocked(location to_check);
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bool special_which_blocks_monst(location to_check);
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bool is_special(location to_check);
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bool outd_is_special(location to_check);
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bool impassable(ter_num_t terrain_to_check);
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short get_blockage(ter_num_t terrain_type);
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short light_radius();
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bool pt_in_light(location from_where,location to_where) ;// Assumes, of course, in town or combat
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bool combat_pt_in_light(location to_where);
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bool party_sees_a_monst(); // Returns true is a hostile monster is in sight.
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short party_can_see(location where);
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location push_loc(location from_where,location to_where);
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bool spot_impassable(short i,short j);
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void swap_ter(short i,short j,ter_num_t ter1,ter_num_t ter2);
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void alter_space(short i,short j,ter_num_t ter);
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