Files
oboe/osx/boe.fileio.h
Celtic Minstrel 6af129c277 - Nuked the storage_gworld and party_template_gworld. Monster, terrain, and PC graphics are now drawn directly from their sheets of origin. This is partly tested, and seems to work fine.
- 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
2009-06-28 17:18:24 +00:00

60 lines
2.0 KiB
C

void init_directories();
void do_apple_event_open(FSSpec file_info);
//void load_file();
//void save_file(short mode);
void change_rect_terrain(Rect r,ter_num_t terrain_type,short probability,bool hollow);
void swap_val(unsigned char *val,short a,short b);
void change_val_4 (unsigned char *val,short a,short b,short c,short d);
void change_val (unsigned char *val,short a,short b);
void form_template_terrain() ;
//void load_town(short town_num,short mode,short extra,char *str);
void shift_universe_left();
void shift_universe_right();
void shift_universe_up();
void shift_universe_down();
void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y);
void build_outdoors();
void save_outdoor_maps();
void add_outdoor_maps();
void fix_boats();
//void load_outdoors(short to_create_x, short to_create_y, short targ_x, short targ_y, short mode,short extra,char *str);
// long get_reg_data();
long do_waterfall(long flag);
short init_data(short flag);
void import_template_terrain();
void import_anim_terrain(short mode);
void start_data_dump();
void end_data_dump();
void set_terrain(location l, ter_num_t terrain_type);
//void oops_error(short error);
//void set_up_ter_pics();
//bool load_scenario();
short onm(char x_sector,char y_sector);
void build_scen_headers();
bool load_scenario_header(FSRef filename/*,short header_entry*/);
//void load_spec_graphics();
//bool check_p (short pword);
//void build_scen_file_name (Str255 file_n);
//short town_s(short flag);
//short out_s(short flag);
//short str_size_1(short flag);
//short str_size_2(short flag);
//short str_size_3(short flag);
//short get_buf_ptr(short flag);
//bool check_p (short pword);
void init_town() __attribute__((deprecated));
//void port_talk_nodes();
//void port_town();
//void port_t_d();
//void port_scenario();
//void port_item_list();
//void port_out(outdoor_record_type *out);
//void flip_spec_node(cSpecial *spec);
//void flip_short(short *s);
//void flip_rect(Rect *s);
void alter_rect(Rect *r);