- 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
This commit is contained in:
2009-04-27 17:10:16 +00:00
parent 74ec4c67b5
commit f28053ed0e
12 changed files with 340 additions and 275 deletions

View File

@@ -591,8 +591,8 @@ void handle_extra_menu(int item_hit)
univ.town.p_loc.y = PSD[SDF_PARTY_SPLIT_Y];
PSD[SDF_IS_PARTY_SPLIT] = 0;
for (i = 0; i < 6; i++)
if (ADVEN[i].main_status >= 10)
ADVEN[i].main_status -= 10;
if (ADVEN[i].main_status >= MAIN_STATUS_SPLIT)
ADVEN[i].main_status -= MAIN_STATUS_SPLIT;
break;
@@ -614,9 +614,9 @@ void handle_extra_menu(int item_hit)
case 10: // raise dead
display_strings(20,3,0,0,"Editing party",57,15,PICT_DLG,0);
for (i = 0; i < 6; i++)
if ((ADVEN[i].main_status == 2) || (ADVEN[i].main_status == 3) ||
(ADVEN[i].main_status == 4))
ADVEN[i].main_status = 1;
if ((ADVEN[i].main_status == MAIN_STATUS_DEAD) || (ADVEN[i].main_status == MAIN_STATUS_DUST) ||
(ADVEN[i].main_status == MAIN_STATUS_STONE))
ADVEN[i].main_status = MAIN_STATUS_ALIVE;
break;
case 11: // conditions
display_strings(20,4,0,0,"Editing party",57,15,PICT_DLG,0);