Files
source/Editor/EditorBuildings.h
T
Flugente 3077e27d9f New feature (by DepressivesBrot): Molle Items
- individual LBE gear can be created via MOLLE items. For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total.
- If there's a free pocket slot and enough space -> attach item and enable pocket.
- for further description, see Doc/Design Document- MOLLE.txt

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5441 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-08-02 22:30:15 +00:00

71 lines
1.5 KiB
C

#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