#include "builddefines.h" #ifdef JA2EDITOR #ifndef __EDITORBUILDINGS_H #define __EDITORBUILDINGS_H #include "video.h" #include "vobject_blitters.h" extern BOOLEAN fBuildingShowRoofs, fBuildingShowWalls, fBuildingShowRoomInfo; //DBrot: More Rooms //extern UINT8 gubCurrRoomNumber; //extern UINT8 gubMaxRoomNumber; extern UINT16 gusCurrRoomNumber; extern UINT16 gusMaxRoomNumber; void SetupTextInputForBuildings(); void ExtractAndUpdateBuildingInfo(); //Initialization routines void GameInitEditorBuildingInfo(); void InitEditorBuildingsToolbar(); //Selection method callbacks //Building utility functions void UpdateBuildingsInfo(); void KillBuilding( INT32 iMapIndex ); typedef struct BUILDINGLAYOUTNODE { struct BUILDINGLAYOUTNODE *next; INT32 sGridNo; }BUILDINGLAYOUTNODE; extern BUILDINGLAYOUTNODE *gpBuildingLayoutList; extern INT32 gsBuildingLayoutAnchorGridNo; //The first step is copying a building. After that, it either must be pasted or moved. void CopyBuilding( INT32 iMapIndex ); void MoveBuilding( INT32 iMapIndex ); void PasteBuilding( INT32 iMapIndex ); void DeleteBuildingLayout(); void ReplaceBuildingWithNewRoof( INT32 iMapIndex ); void UpdateWallsView(); void UpdateRoofsView(); void InitDoorEditing( INT32 iMapIndex ); void ExtractAndUpdateDoorInfo(); void KillDoorEditing(); void RenderDoorEditingWindow(); void AddLockedDoorCursors(); void RemoveLockedDoorCursors(); void FindNextLockedDoor(); extern BOOLEAN gfEditingDoor; extern UINT16 usCurrentMode; #endif #endif