/* * dlogconsts.h * BoE * * Created by Celtic Minstrel on 16/04/09. * */ #define NUM_BUTTONS 15 #define NUM_DLOG_B 53 #define ND 15 #define NI 500 #define NL 100 // These constants are for draw_dialog_graphic() to know where to find the graphic. #define PICT_OLD -1 #define PICT_BLANK 0 #define PICT_TER 1 // 28x36 terrain graphic #define PICT_TER_ANIM 2 #define PICT_MONST 3 #define PICT_DLG 4 // 36x36 dialog graphic #define PICT_TALK 5 // 32x32 facial graphic #define PICT_SCEN 6 // 32x32 scenario icon #define PICT_ITEM 7 // Item graphic (two sizes available) #define PICT_PC 8 // Player character graphic #define PICT_INFO_HELP 9 #define PICT_PC_HELP 10 #define PICT_HELP 11 #define PICT_COMBAT_AP 12 #define PICT_STAT 13 #define PICT_FIELD 14 // A field or an explosion #define PICT_DLG_LARGE 15 #define PICT_SCEN_LARGE 16 /* The following three are modifiers to be added to the above seven constants * Usage for PICT_CUSTOM: * PICT_CUSTOM + PICT_XXX, where XXX is anything valid other than OLD or BLANK. * PICT_CUSTOM + PICT_MONST + PICT_WIDE_MONST, for a 2x1 monster * PICT_CUSTOM + PICT_MONST + PICT_TALL_MONST, for a 1x2 monster * PICT_CUSTOM + PICT_MONST + PICT_TALL_MONST + PICT_WIDE_MONST, for a 2x2 monster * Notes: * - PICT_TALL_MONST and PICT_WIDE_MONST only apply to custom monsters - the preset * monster graphics have these settings hardcoded. * - Also note that custom scenario graphics are not currently supported. This doesn't really * matter, though, since if they were they'd be handled like talk (facial) graphics. * - Custom animated terrain graphics should use PICT_TER rather than PICT_TER_ANIM. */ #define PICT_CUSTOM 100 #define PICT_WIDE_MONSTER 20 #define PICT_TALL_MONSTER 40 // These constants are the total number of preset graphics of each type. #define PICT_N_TER 336 // was 252 #define PICT_N_TER_ANIM 18 // was 13 #define PICT_N_MONST 180 // was 172 #define PICT_N_DLG 44 // was 33 #define PICT_N_TALK 83 #define PICT_N_SCEN 29 #define PICT_N_ITEM 122 // These constants are used to create the definition of the dialogs, and // to parse a dialog resource when displaying it to the screen. #define DLG_BUTTON 0 #define DLG_DEFAULT_BTN 1 // Not sure what 10 and 11 do, but they may be similar to above two #define DLG_LED_BUTTON 2 // 8 and 9 are other text objects; not completely sure which is which #define DLG_TEXT_BOLD 3 #define DLG_TEXT_PLAIN 4 #define DLG_OLD_PICTURE 5 #define DLG_HIDDEN_BUTTON 6 // This was recognized on load, but not used anywhere else; now it is ;) #define DLG_TEXT_LARGE 7 #define DLG_TEXT_CLICKABLE 8 #define DLG_TEXT_DEFAULT 9 // Appears to be equivalent to DLG_TEXT_BOLD. #define DLG_CUSTOM_BTN 10 // These appear to be buttons whose label is stored #define DLG_CUSTOM_DEF_BTN 11 // in the same place as the text of text items. #define DLG_PUSH_BTN 12 // for potential future use; a button like above whose label is below it // And I don't know what 6 is for either; could it be a relic from the red push buttons of E3? #define DLG_NEW_PICTURE 1000 // Add DLG_NEW_PICTURE to any PICT_ constant (other than PICT_OLD) to form a valid constant #define DLG_KEY_LEFT 20 #define DLG_KEY_RIGHT 21 #define DLG_KEY_UP 22 #define DLG_KEY_DOWN 23 #define DLG_KEY_ESC 24 #define DLG_KEY_CTRL1 25 #define DLG_KEY_CTRL2 26 #define DLG_KEY_CTRL3 27 #define DLG_KEY_CTRL4 28 #define DLG_KEY_CTRL5 29 #define DLG_KEY_CTRL6 30 #define DLG_KEY_RETURN 31 #define DLG_BTN_SM 0 // 23x23 (PICT id 2000 / 2001) #define DLG_BTN_REG 1 // 63x23 (PICT id 2002 / 2003) #define DLG_BTN_LG 2 // 102x23 (PICT id 2004 / 2005) #define DLG_BTN_HELP 3 // 16x13 (PICT id 2006 / 2007) white bubble w/ ? mark #define DLG_BTN_LEFT 4 // 63x23 (PICT id 2008 / 2009) with left arrow #define DLG_BTN_RIGHT 5 // 63x23 (PICT id 2010 / 2011) with right arrow #define DLG_BTN_UP 6 // 63x23 (PICT id 2012 / 2013) with up arrow #define DLG_BTN_DOWN 7 // 63x23 (PICT id 2014 / 2015) with down arrow #define DLG_BTN_LED1 8 // 6x6 (PICT id 2016 / 2017) #define DLG_BTN_LED2 9 // 14x10 (PICT id 2018 / 2019) #define DLG_BTN_LED3 10 // 14x10 (PICT id 2020 / 2021) #define DLG_BTN_DONE 11 // 63x23 (PICT id 2022 / 2023) says "Done" #define DLG_BTN_TALL 12 // 63x40 (PICT id 2024 / 2025) #define DLG_BTN_TRAIT 13 // 63x40 (PICT id 2026 / 2027) says "Race Good/Bad Traits" #define DLG_BTN_PUSH 14 // 30x30 (PICT id 2028 / 2029) red round button