- Reworked preferences to use plist - Cleaned out the shareware code - More tweaks to the dialog engine - Edited dialog #869 (the choose prefab scenario dialog) to use new invisible button (type 6) and to remove the "Must be registered" lines. - Tweaked window size so that the startup screen fits within it. - More major refactoring work. - A few additions/alterations to boe.consts.h Current status: - Scenario editor: compiles and runs, but can't load a scenario - Character editor: don't know - Game: Doesn't even compile I wouldn't normally submit code that doesn't compile, but I have already made a lot of major changes in this revision. I will submit a version that compiles as soon as possible. git-svn-id: http://openexile.googlecode.com/svn/trunk@28 4ebdad44-0ea0-11de-aab3-ff745001d230
70 lines
2.7 KiB
C
70 lines
2.7 KiB
C
void init_current_terrain();
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void init_screen_locs();
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Boolean handle_action(Point the_point,EventRecord 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(unsigned char selected_terrain);
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void handle_keystroke(char chr,char chr2,EventRecord event);
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void get_wandering_monst();
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void get_town_info();
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void edit_monst(short mode,short x,short y);
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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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Boolean is_wall(short i,short j);
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Boolean is_correctable_wall(short i,short j);
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Boolean is_mountain(short i,short j);
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Boolean is_hill(short i,short j);
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Boolean is_hill_or_mountain(short i,short j);
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Boolean is_water(short i,short j);
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Boolean is_correctable_water(short i,short j);
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void shy_change_circle_terrain(location center,short radius,unsigned char terrain_type,short probability);
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void change_circle_terrain(location center,short radius,unsigned char terrain_type,short probability);
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void change_rect_terrain(Rect r,unsigned char terrain_type,short probability,Boolean 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,unsigned char terrain_type);
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Boolean fix_rubble(location l);
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Boolean fix_cave(location l);
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Boolean fix_mountain(location l);
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Boolean fix_hill(location l);
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Boolean fix_water(location l);
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Boolean out_fix_rubble(location l);
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Boolean out_fix_cave(location l);
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Boolean out_fix_mountain(location l);
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Boolean out_fix_hill(location l);
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Boolean out_fix_water(location l);
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void adjust_space(location l);
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Boolean is_lava(short x,short y);
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unsigned char 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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Boolean 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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Boolean 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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Boolean save_check(short which_dlog);
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void update_item_menu();
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