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
72 lines
2.8 KiB
C
72 lines
2.8 KiB
C
/*
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* dlogconsts.h
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* BoE
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*
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* Created by Celtic Minstrel on 16/04/09.
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*
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*/
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#define NUM_BUTTONS 15
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#define NUM_DLOG_B 53
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#define ND 15
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#define NI 500
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#define NL 100
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// These constants are for draw_dialog_graphic() to know where to find the graphic.
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#define PICT_OLD_TYPE -1
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#define PICT_BLANK_TYPE 0
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#define PICT_TER_TYPE 1 // 28x36 terrain graphic
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#define PICT_TER_ANIM_TYPE 2
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#define PICT_MONST_TYPE 3
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#define PICT_DLG_TYPE 4 // 36x36 dialog graphic
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#define PICT_TALK_TYPE 5 // 32x32 facial graphic
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#define PICT_SCEN_TYPE 6 // 32x32 scenario icon
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#define PICT_ITEM_TYPE 7 // Item graphic (two sizes available)
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#define PICT_PC_TYPE 8 // Player character graphic
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#define PICT_INFO_HELP_TYPE 9
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#define PICT_PC_HELP_TYPE 10
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#define PICT_HELP_TYPE 11
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#define PICT_COMBAT_AP_TYPE 12
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#define PICT_STAT_TYPE 13
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#define PICT_FIELD_TYPE 14 // A field or an explosion
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#define PICT_DLG_LARGE_TYPE 15
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#define PICT_SCEN_LARGE_TYPE 16
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/* The following four are modifiers to be added to the above seven constants
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* Usage for PICT_CUSTOM_TYPE:
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* PICT_CUSTOM_TYPE + PICT_XXX_TYPE, where XXX is anything valid other than OLD or BLANK.
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* PICT_CUSTOM_TYPE + PICT_MONST_TYPE + PICT_WIDE_MONST, for a 2x1 monster
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* PICT_CUSTOM_TYPE + PICT_MONST_TYPE + PICT_TALL_MONST, for a 1x2 monster
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* PICT_CUSTOM_TYPE + PICT_MONST_TYPE + PICT_TALL_MONST + PICT_WIDE_MONST, for a 2x2 monster
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* Notes:
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* - PICT_TALL_MONST and PICT_WIDE_MONST only apply to custom monsters - the preset
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* monster graphics have these settings hardcoded.
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* - Also note that custom scenario graphics are not currently supported. This doesn't really
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* matter, though, since if they were they'd be handled like talk (facial) graphics.
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* - Custom animated terrain graphics should use PICT_TER_TYPE rather than PICT_TER_ANIM_TYPE.
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*/
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#define PICT_CUSTOM_TYPE 100
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#define PICT_WIDE_MONSTER 10
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#define PICT_TALL_MONSTER 20
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#define DLG_NEW_PICTURE 20 // Adding this one makes it a DLG_ constant rather than a PICT_ constant
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// These constants are the total number of preset graphics of each type.
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#define PICT_N_TER 252 // 336
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#define PICT_N_TER_ANIM 13 // 18
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#define PICT_N_MONST 172
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#define PICT_N_DLG 32 // 44
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#define PICT_N_TALK 83
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#define PICT_N_SCEN 29
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#define PICT_N_ITEM 122
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// These constants are used to create the definition of the dialogs, and
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// to parse a dialog resource when displaying it to the screen.
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#define DLG_BUTTON_TYPE 0
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#define DLG_DEFAULT_BTN_TYPE 1
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// Not sure what 10 and 11 do, but they may be similar to above two
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#define DLG_LED_BUTTON 2
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// 3, 4, 7, 8, 9 are various text objects; not completely sure which is which
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#define DLG_TEXT_BOLD 3
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#define DLG_TEXT_PLAIN 4
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#define DLG_TEXT_LARGE 7
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#define DLG_OLD_PICTURE 5
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// And I don't know what 6 is for either
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