Files
oboe/osx/misc/dlgconsts.h
Celtic Minstrel 632f1e7b32 This revision entails a consolidation of the dialog code and its dependencies into a single place.
Formerly there were three separate copies of the dialog code; now there's only one.

It's still quite rough around the edges, though – the edit terrain dialog causes the scenario editor to crash,
and for some reason the dialog controls are not drawn in the game or in the character editor. I am still working
to resolve this.

It can't be seen in the diff, since it involves a binary file, but the resources representing dialogs for the character editor were
altered. Basically, every text item with a label of "0_105" was changed to "0_150", and each one with a label of "0_106" was changed
to "0_151". The reason for this is a conflict between the meaning of those two labels in the character editor and in the scenario editor and
the game.

In addition to the consolidation of the dialog code, I have made alterations that should theoretically allow the scenario editor to draw
custom graphics in its dialogs. I am uncertain that this works, though, since the scenario editor is now failing to FIND the custom graphics.

git-svn-id: http://openexile.googlecode.com/svn/trunk@22 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-04-19 01:25:14 +00:00

72 lines
2.8 KiB
C

/*
* 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_TYPE -1
#define PICT_BLANK_TYPE 0
#define PICT_TER_TYPE 1 // 28x36 terrain graphic
#define PICT_TER_ANIM_TYPE 2
#define PICT_MONST_TYPE 3
#define PICT_DLG_TYPE 4 // 36x36 dialog graphic
#define PICT_TALK_TYPE 5 // 32x32 facial graphic
#define PICT_SCEN_TYPE 6 // 32x32 scenario icon
#define PICT_ITEM_TYPE 7 // Item graphic (two sizes available)
#define PICT_PC_TYPE 8 // Player character graphic
#define PICT_INFO_HELP_TYPE 9
#define PICT_PC_HELP_TYPE 10
#define PICT_HELP_TYPE 11
#define PICT_COMBAT_AP_TYPE 12
#define PICT_STAT_TYPE 13
#define PICT_FIELD_TYPE 14 // A field or an explosion
#define PICT_DLG_LARGE_TYPE 15
#define PICT_SCEN_LARGE_TYPE 16
/* The following four are modifiers to be added to the above seven constants
* Usage for PICT_CUSTOM_TYPE:
* PICT_CUSTOM_TYPE + PICT_XXX_TYPE, where XXX is anything valid other than OLD or BLANK.
* PICT_CUSTOM_TYPE + PICT_MONST_TYPE + PICT_WIDE_MONST, for a 2x1 monster
* PICT_CUSTOM_TYPE + PICT_MONST_TYPE + PICT_TALL_MONST, for a 1x2 monster
* PICT_CUSTOM_TYPE + PICT_MONST_TYPE + 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_TYPE rather than PICT_TER_ANIM_TYPE.
*/
#define PICT_CUSTOM_TYPE 100
#define PICT_WIDE_MONSTER 10
#define PICT_TALL_MONSTER 20
#define DLG_NEW_PICTURE 20 // Adding this one makes it a DLG_ constant rather than a PICT_ constant
// These constants are the total number of preset graphics of each type.
#define PICT_N_TER 252 // 336
#define PICT_N_TER_ANIM 13 // 18
#define PICT_N_MONST 172
#define PICT_N_DLG 32 // 44
#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_TYPE 0
#define DLG_DEFAULT_BTN_TYPE 1
// Not sure what 10 and 11 do, but they may be similar to above two
#define DLG_LED_BUTTON 2
// 3, 4, 7, 8, 9 are various text objects; not completely sure which is which
#define DLG_TEXT_BOLD 3
#define DLG_TEXT_PLAIN 4
#define DLG_TEXT_LARGE 7
#define DLG_OLD_PICTURE 5
// And I don't know what 6 is for either