- 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

@@ -19,7 +19,7 @@ location which_party_sec;
//extern party_record_type party;
//extern current_town_type c_town;
extern short overall_mode/*,which_combat_type*/,current_pc,town_type;
extern short /*overall_mode,which_combat_type,*/current_pc,town_type;
extern big_tr_type t_d;
//extern outdoor_record_type outdoors[2][2];
extern unsigned char combat_terrain[64][64];