File: RPGEdMonster.tex

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% Begin of input file ../../Scripts/RPGEdMonster.tcl
\chapter{RPGEdMonster.tcl -- The adversaries in the game}
\label{RPGEdMonster.tcl}
\typeout{Generated from $Id: RPGEdMonster.tcl,v 1.5 2000/02/11 00:30:25 heller Rel $}
This file contains code to create and edit Monster objects.  These objects
are used to represent ``monsters'' -- creatures and beings that the players'
characters need to defeat.  These Monsters typically guard treasure or
generally inhabit (guard) the places the player characters are traveling
in while searching for treasure.



\noindent\rule{\textwidth}{0.4pt}
\section[proc RPGEdMonster]{proc RPGEdMonster \emph{\{filename \{\}\}}}

This procedure edits a Monster object.
\begin{description}
\item [in]  the filename -- filename of the object to be edited.
\index{RPGEdMonster!procedure}
\end{description}


\noindent\rule{\textwidth}{0.4pt}
\section[proc UpdateMonsterPicture]{proc UpdateMonsterPicture \emph{tl img}}

This procedure updates the picture (GIF file) of the monster.
\begin{description}
\item [in]  tl -- the toplevel.
\item [in]  img -- the image file.
\index{UpdateMonsterPicture!procedure}
\end{description}


\noindent\rule{\textwidth}{0.4pt}
\section[proc CheckWriteDirtyRecordMonster]{proc CheckWriteDirtyRecordMonster \emph{tl}}

This procedure handles closing the window when the in memory copy of the
object is ``dirty'' (modified).  It asks the user if the object should be
saved or not.
\begin{description}
\item [in]  tl -- the toplevel.
\index{CheckWriteDirtyRecordMonster!procedure}
\end{description}


\noindent\rule{\textwidth}{0.4pt}
\section[proc SaveAsMonster]{proc SaveAsMonster \emph{tl}}

This procedure is bound to the ``SaveAs...'' menu item. It saves the current
object in a file to be named.
\begin{description}
\item [in]  tl -- the toplevel.
\index{SaveAsMonster!procedure}
\end{description}


\noindent\rule{\textwidth}{0.4pt}
\section[proc SaveMonster]{proc SaveMonster \emph{tl \{forceNew 0\}}}

This procedure is bound to the ``Save'' menu item. It saves the current
object in the file named in the data structure or in a new file name.
\begin{description}
\item [in]  tl -- the toplevel.
\item [in]  forceNew -- flag to force the use of a new file name.
\index{SaveAsMonster!procedure}
\end{description}


\noindent\rule{\textwidth}{0.4pt}
\section[proc LoadMonster]{proc LoadMonster \emph{tl}}

This procedure loads a new monster object into the current GUI.
\begin{description}
\item [in]  tl -- the toplevel.
\index{LoadMonster!procedure}
\end{description}


\noindent\rule{\textwidth}{0.4pt}
\section[proc OpenMonster]{proc OpenMonster \emph{tl}}

This procedure opens a monster object file in a new GUI toplevel window.
It is bound to the ``Open...'' menu item on the ``File'' menu.
\begin{description}
\item [in]  tl -- the current toplevel.
\index{OpenMonster!procedure}
\end{description}
% End of input file ../../Scripts/RPGEdMonster.tcl