- Added enum for scenario editor mode
- Rearranged the editor palette button code so that: - the gaps between rows are absent - the buttons that can't be used in town (set entrance) and outdoors (item buttons) are now hidden - the buttons are drawn one at a time instead of all at once, to pave the way for adding more buttons to fill the gaps - the buttons are shifted down enough to make room for the "Center:" line between the last terrain button and the buttons - the "Center:" line is no longer next to the final terrain button, to pave the way for adding more terrain buttons - the terrain picture for the current selection is shifted right to make room for a potential two more columns of buttons. - there are two separate lists each for whether a button exists and what it is - Also altered the editor buttons sheet to support these changes. git-svn-id: http://openexile.googlecode.com/svn/trunk@37 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -591,8 +591,8 @@ void handle_extra_menu(int item_hit)
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univ.town.p_loc.y = PSD[SDF_PARTY_SPLIT_Y];
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PSD[SDF_IS_PARTY_SPLIT] = 0;
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for (i = 0; i < 6; i++)
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if (ADVEN[i].main_status >= 10)
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ADVEN[i].main_status -= 10;
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if (ADVEN[i].main_status >= MAIN_STATUS_SPLIT)
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ADVEN[i].main_status -= MAIN_STATUS_SPLIT;
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break;
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@@ -614,9 +614,9 @@ void handle_extra_menu(int item_hit)
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case 10: // raise dead
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display_strings(20,3,0,0,"Editing party",57,15,PICT_DLG,0);
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for (i = 0; i < 6; i++)
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if ((ADVEN[i].main_status == 2) || (ADVEN[i].main_status == 3) ||
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(ADVEN[i].main_status == 4))
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ADVEN[i].main_status = 1;
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if ((ADVEN[i].main_status == MAIN_STATUS_DEAD) || (ADVEN[i].main_status == MAIN_STATUS_DUST) ||
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(ADVEN[i].main_status == MAIN_STATUS_STONE))
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ADVEN[i].main_status = MAIN_STATUS_ALIVE;
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break;
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case 11: // conditions
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display_strings(20,4,0,0,"Editing party",57,15,PICT_DLG,0);
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