Add item-monster selection palette which fills the same space as the terrain palette
- Removed the item/monster menus in the scenario editor (they weren't function anyway) - Scrollbars can now have a maximum value of 0; if this is the case, they do not draw a thumb
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@@ -26,6 +26,7 @@
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extern char current_string[256];
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extern short mini_map_scales[3];
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extern eDrawMode draw_mode;
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rectangle world_screen;
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// border rects order: top, left, bottom, right //
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rectangle border_rect[4];
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@@ -202,7 +203,6 @@ bool handle_action(location the_point,sf::Event /*event*/) {
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current_terrain = scenario.outdoors[cur_out.x][cur_out.y];
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overall_mode = MODE_MAIN_SCREEN;
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set_up_main_screen();
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update_item_menu();
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}
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break;
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case LB_EDIT_TER:
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@@ -309,16 +309,13 @@ bool handle_action(location the_point,sf::Event /*event*/) {
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break;
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case RB_TER:
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edit_ter_type(j);
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update_item_menu();
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break;
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case RB_MONST:
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edit_monst_type(j);
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update_item_menu();
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start_monster_editing(1);
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break;
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case RB_ITEM:
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edit_item_type(j);
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update_item_menu();
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start_item_editing(1);
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break;
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case RB_SCEN_SPEC:
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@@ -997,7 +994,25 @@ bool handle_action(location the_point,sf::Event /*event*/) {
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temp_rect.offset(RIGHT_AREA_UL_X, RIGHT_AREA_UL_Y );
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flash_rect(temp_rect);
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if(overall_mode < MODE_MAIN_SCREEN) {
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set_new_terrain(i);
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switch(draw_mode) {
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case DRAW_TERRAIN:
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set_new_terrain(i);
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break;
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case DRAW_ITEM:
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if(scenario.scen_items[mode_count].variety == eItemType::NO_ITEM) {
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giveError("This item has its Variety set to No Item. You can only place items with a Variety set to an actual item type.");
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break;
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}
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overall_mode = MODE_PLACE_ITEM;
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mode_count = i;
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set_string("Place the item:",scenario.scen_items[mode_count].full_name.c_str());
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break;
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case DRAW_MONST:
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overall_mode = MODE_PLACE_CREATURE;
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mode_count = i + 1;
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set_string("Place the monster:",scenario.scen_monsters[mode_count].m_name.c_str());
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break;
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}
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}
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else {
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edit_ter_type(i);
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@@ -1274,6 +1289,18 @@ bool handle_action(location the_point,sf::Event /*event*/) {
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mode_count = 7;
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set_cursor(wand_curs);
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break;
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case 109: // Terrain palette
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draw_mode = DRAW_TERRAIN;
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set_up_terrain_buttons(true);
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break;
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case 209: // Item palette
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draw_mode = DRAW_ITEM;
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set_up_terrain_buttons(true);
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break;
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case 309: // Monster palette
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draw_mode = DRAW_MONST;
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set_up_terrain_buttons(true);
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break;
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}
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}
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}
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@@ -1317,7 +1344,6 @@ void swap_terrain() {
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void set_new_terrain(ter_num_t selected_terrain) {
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current_terrain_type = selected_terrain;
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redraw_selected_ter();
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// if(selected_terrain < 2)
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// current_ground = 0;
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// else if(selected_terrain < 5)
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