- Add a few constants for future use
- Reverted graphc count constants to original values; this change breaks forward compatibility and is probably best left off until later, when we rewrite the scenario format. - I'm pretty sure I didn't actually change "Blades of Exile Graphics" since last revision. git-svn-id: http://openexile.googlecode.com/svn/trunk@18 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -71,6 +71,7 @@
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2BDBD34F0C0A232300A0A01D /* tGraphics.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; path = tGraphics.h; sourceTree = "<group>"; };
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2BDBD3500C0A232300A0A01D /* townout.c */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.c; path = townout.c; sourceTree = "<group>"; };
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2BDBD3510C0A232300A0A01D /* townout.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; path = townout.h; sourceTree = "<group>"; };
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91B3EDA10F9666BC00BF5B67 /* ViewDlog-Info.plist */ = {isa = PBXFileReference; lastKnownFileType = text.plist.xml; path = "ViewDlog-Info.plist"; sourceTree = "<group>"; };
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91D636080F90E9AB00674AB3 /* BOEScen.rsrc */ = {isa = PBXFileReference; lastKnownFileType = archive.rsrc; path = BOEScen.rsrc; sourceTree = "<group>"; };
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91D6360A0F90EA5000674AB3 /* BoE Scenario Editor.icns */ = {isa = PBXFileReference; lastKnownFileType = image.icns; path = "BoE Scenario Editor.icns"; sourceTree = "<group>"; };
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91D6360C0F90EA7500674AB3 /* Blades of Exile Sounds */ = {isa = PBXFileReference; lastKnownFileType = file; path = "Blades of Exile Sounds"; sourceTree = "<group>"; };
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@@ -99,6 +100,7 @@
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91D636030F90E95F00674AB3 /* headers */,
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91D636000F90E94100674AB3 /* src */,
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2BDBD32D0C0A22DE00A0A01D /* Products */,
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91B3EDA10F9666BC00BF5B67 /* ViewDlog-Info.plist */,
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);
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sourceTree = "<group>";
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};
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@@ -32,28 +32,47 @@
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#define CDST cd_set_text_edit_str
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#define CDSN cd_set_text_edit_num
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// These constants are for draw_dialog_graphic() to know where to find the graphic.
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#define PICT_OLD_TYPE -1
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#define PICT_BLANK_TYPE 0
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#define PICT_TER_TYPE 1
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#define PICT_TER_TYPE 1 // 28x36 terrain graphic
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#define PICT_TER_ANIM_TYPE 2
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#define PICT_MONST_TYPE 3
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#define PICT_DLG_TYPE 4
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#define PICT_TALK_TYPE 5
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#define PICT_SCEN_TYPE 6
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#define PICT_ITEM_TYPE 7
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#define DLG_NEW_PICTURE 20 // This is added to various of the above constants
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#define PICT_CUSTOM_TYPE 100 // This is added to various of the above constants
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#define PICT_N_TER 336
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#define PICT_N_TER_ANIM 18
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#define PICT_DLG_TYPE 4 // 36x36 dialog graphic
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#define PICT_TALK_TYPE 5 // 32x32 facial graphic
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#define PICT_SCEN_TYPE 6 // 32x32 scenario icon
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#define PICT_ITEM_TYPE 7 // Item graphic (two sizes available)
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/* The following four are modifiers to be added to the above seven constants
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* Usage for PICT_CUSTOM_TYPE:
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* PICT_CUSTOM_TYPE + PICT_XXX_TYPE, where XXX is anything valid other than OLD or BLANK.
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* PICT_CUSTOM_TYPE + PICT_MONST_TYPE + PICT_WIDE_MONST, for a 2x1 monster
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* PICT_CUSTOM_TYPE + PICT_MONST_TYPE + PICT_TALL_MONST, for a 1x2 monster
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* PICT_CUSTOM_TYPE + PICT_MONST_TYPE + PICT_TALL_MONST + PICT_WIDE_MONST, for a 2x2 monster
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* Notes:
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* - PICT_TALL_MONST and PICT_WIDE_MONST only apply to custom monsters - the preset
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* monster graphics have these settings hardcoded.
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* - Also note that custom scenario graphics are not currently supported. This doesn't really
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* matter, though, since if they were they'd be handled like talk (facial) graphics.
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* - Custom animated terrain graphics should use PICT_TER_TYPE rather than PICT_TER_ANIM_TYPE.
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*/
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#define PICT_CUSTOM_TYPE 100
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#define PICT_WIDE_MONSTER 10
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#define PICT_TALL_MONSTER 20
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#define DLG_NEW_PICTURE 20 // Adding this one makes it a DLG_ constant rather than a PICT_ constant
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// These constants are the total number of preset graphics of each type.
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#define PICT_N_TER 252 // 336
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#define PICT_N_TER_ANIM 13 // 18
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#define PICT_N_MONST 172
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#define PICT_N_DLG 36
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#define PICT_N_DLG 35 // 36
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#define PICT_N_TALK 83
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#define PICT_N_SCEN 29
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#define PICT_N_ITEM 122
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// These constants are used to create the definition of the dialogs, and
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// to parse a dialog resource when displaying it to the screen.
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#define DLG_BUTTON_TYPE 0
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#define DLG_DEFAULT_BTN_TYPE 1
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// Not sure what 10 and 11 do, but they're similar to above two
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// Not sure what 10 and 11 do, but they may be similar to above two
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#define DLG_LED_BUTTON 2
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// 3, 4, 7, 8, 9 are various text objects; not completely sure which is which
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#define DLG_TEXT_BOLD 3
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