Initial work on the scenerio editor screen.

This commit is contained in:
Justin Marshall
2020-06-08 15:36:50 -07:00
parent 8409c49675
commit 0fd2b13225
+206 -112
View File
@@ -1168,6 +1168,74 @@ int MapEditClass::Size_Map(int x, int y, int w, int h)
return(0);
}
std::vector<const char *> scenerio_theaters;
std::vector<const char*> scenerio_intros;
std::vector<const char*> scenario_briefing;
std::vector<const char*> scenario_action;
std::vector<const char*> scenario_win;
std::vector<const char*> scenario_loose;
char description[DESCRIP_MAX] = "";
int scenario_intromovie = 0;
void ImGui_ScenerioDialog(void) {
bool toolActive = false;
int theater = Scen.Theater;
int briefmovie = Scen.BriefMovie + 1;
int action = Scen.ActionMovie + 1;
int win = Scen.WinMovie + 1;
int lose = Scen.LoseMovie + 1;
ImGuiStyle& style = ImGui::GetStyle();
style.FramePadding = ImVec2(0, 0);
ImGui::SetNextWindowSize(ImVec2(320 * RESFACTOR, 200 * RESFACTOR));
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::Begin("Scenario Editor", &toolActive, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::Columns(2, "outer", true);
ImGui::Text("Theater");
ImGui::PushID("t_text");
ImGui::Combo("", (int *)&theater, &scenerio_theaters[0], scenerio_theaters.size());
ImGui::PopID();
ImGui::NextColumn();
ImGui::Text("Scenario Name:");
ImGui::PushID("s_name");
ImGui::InputText("", description, sizeof(description));
ImGui::PopID();
ImGui::Columns(1);
ImGui::Columns(5, "outer2", true);
ImGui::Text("Intro");
ImGui::PushID("s_intro");
ImGui::Combo("", (int*)&scenario_intromovie, &scenerio_intros[0], scenerio_intros.size());
ImGui::PopID();
ImGui::NextColumn();
ImGui::Text("Briefing");
ImGui::PushID("brief_txt");
ImGui::Combo("", (int*)&briefmovie, &scenario_briefing[0], scenario_briefing.size());
ImGui::PopID();
ImGui::NextColumn();
ImGui::Text("Action");
ImGui::PushID("action_txt");
ImGui::Combo("", (int*)&action, &scenario_action[0], scenario_action.size());
ImGui::PopID();
ImGui::NextColumn();
ImGui::Text("Win");
ImGui::PushID("win_txt");
ImGui::Combo("", (int*)&win, &scenario_win[0], scenario_win.size());
ImGui::PopID();
ImGui::NextColumn();
ImGui::Text("Lose");
ImGui::PushID("lose_txt");
ImGui::Combo("", (int*)&lose, &scenario_loose[0], scenario_loose.size());
ImGui::PopID();
ImGui::Columns(1);
ImGui::End();
Scen.Theater = (TheaterType)(theater);
Scen.BriefMovie = (VQType)(briefmovie - 1);
Scen.ActionMovie = (VQType)(action - 1);
Scen.WinMovie = (VQType)(win - 1);
Scen.LoseMovie = (VQType)(lose - 1);
}
/***************************************************************************
* MapEditClass::Scenario_Dialog -- scenario global parameters dialog *
@@ -1190,11 +1258,27 @@ int MapEditClass::Size_Map(int x, int y, int w, int h)
*=========================================================================*/
int MapEditClass::Scenario_Dialog(void)
{
TheaterType orig_theater = Scen.Theater; // original theater
HousesType house = PlayerPtr->Class->House;
HousesType newhouse = house;
HouseStaticClass hdata[HOUSE_COUNT];
Imgui_Dialog_Function = ImGui_ScenerioDialog;
scenerio_theaters.clear();
scenerio_intros.clear();
scenario_briefing.clear();
scenario_action.clear();
scenario_win.clear();
scenario_loose.clear();
scenerio_intros.push_back("<NONE>");
scenario_briefing.push_back("<NONE>");
scenario_action.push_back("<NONE>");
scenario_win.push_back("<NONE>");
scenario_loose.push_back("<NONE>");
/*
** Fill in the house data for each house that exists.
*/
@@ -1277,12 +1361,13 @@ int MapEditClass::Scenario_Dialog(void)
D_DIALOG_X+15*RESFACTOR, D_DIALOG_Y+30, 65, 8*5,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (TheaterType t = THEATER_FIRST; t < THEATER_COUNT; t++) {
theaterbtn.Add_Item(Theaters[t].Name);
}
theaterbtn.Set_Selected_Index(orig_theater);
char description[DESCRIP_MAX] = "";
for (TheaterType t = THEATER_FIRST; t < THEATER_COUNT; t++) {
scenerio_theaters.push_back(Theaters[t].Name);
}
//theaterbtn.Set_Selected_Index(orig_theater);
strcpy(description, Scen.Description);
EditClass desc(BUTTON_DESCRIPTION, description, sizeof(description), TPF_EFNT|TPF_NOSHADOW, theaterbtn.X+theaterbtn.Width+15, theaterbtn.Y, 160);
@@ -1406,11 +1491,11 @@ int MapEditClass::Scenario_Dialog(void)
theaterbtn.X, theaterbtn.Y+theaterbtn.Height+24, 50, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
intro.Add_Item("<none>");
//intro.Add_Item("<none>");
for (VQType v = VQ_FIRST; v < VQ_COUNT; v++) {
intro.Add_Item(VQName[v]);
scenerio_intros.push_back(&VQName[v][0]);
}
intro.Set_Selected_Index((int)Scen.IntroMovie + 1);
//intro.Set_Selected_Index((int)Scen.IntroMovie + 1);
/*
** Briefing movie name.
@@ -1421,11 +1506,12 @@ int MapEditClass::Scenario_Dialog(void)
intro.X+intro.Width+10, intro.Y, 50, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
briefing.Add_Item("<none>");
//briefing.Add_Item("<none>");
for (v = VQ_FIRST; v < VQ_COUNT; v++) {
briefing.Add_Item(VQName[v]);
//briefing.Add_Item(VQName[v]);
scenario_briefing.push_back(VQName[v]);
}
briefing.Set_Selected_Index((int)Scen.BriefMovie + 1);
//briefing.Set_Selected_Index((int)Scen.BriefMovie + 1);
char actiontext[_MAX_FNAME+_MAX_EXT];
DropListClass action(BUTTON_ACTION, actiontext, sizeof(actiontext),
@@ -1433,11 +1519,12 @@ int MapEditClass::Scenario_Dialog(void)
briefing.X+briefing.Width+10, briefing.Y, 50, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
action.Add_Item("<none>");
//action.Add_Item("<none>");
for (v = VQ_FIRST; v < VQ_COUNT; v++) {
action.Add_Item(VQName[v]);
//action.Add_Item(VQName[v]);
scenario_action.push_back(VQName[v]);
}
action.Set_Selected_Index((int)Scen.ActionMovie + 1);
//action.Set_Selected_Index((int)Scen.ActionMovie + 1);
char wintext[_MAX_FNAME+_MAX_EXT];
DropListClass win(BUTTON_WIN, wintext, sizeof(wintext),
@@ -1445,11 +1532,12 @@ int MapEditClass::Scenario_Dialog(void)
action.X+action.Width+10, action.Y, 50, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
win.Add_Item("<none>");
//win.Add_Item("<none>");
for (v = VQ_FIRST; v < VQ_COUNT; v++) {
win.Add_Item(VQName[v]);
//win.Add_Item(VQName[v]);
scenario_win.push_back(VQName[v]);
}
win.Set_Selected_Index((int)Scen.WinMovie + 1);
//win.Set_Selected_Index((int)Scen.WinMovie + 1);
char losetext[_MAX_FNAME+_MAX_EXT];
DropListClass lose(BUTTON_LOSE, losetext, sizeof(losetext),
@@ -1457,11 +1545,12 @@ int MapEditClass::Scenario_Dialog(void)
win.X+win.Width+10, win.Y, 50, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
lose.Add_Item("<none>");
//lose.Add_Item("<none>");
for (v = VQ_FIRST; v < VQ_COUNT; v++) {
lose.Add_Item(VQName[v]);
//lose.Add_Item(VQName[v]);
scenario_loose.push_back(VQName[v]);
}
lose.Set_Selected_Index((int)Scen.LoseMovie + 1);
//lose.Set_Selected_Index((int)Scen.LoseMovie + 1);
/*
** House choice list.
@@ -1601,40 +1690,40 @@ int MapEditClass::Scenario_Dialog(void)
/*
** Create the list
*/
commands = &okbtn;
cancelbtn.Add_Tail(*commands);
theaterbtn.Add_Tail(*commands);
themebtn.Add_Tail(*commands);
housebtn.Add_Tail(*commands);
techlevel.Add_Tail(*commands);
techstatic.Add_Tail(*commands);
sourcebtn.Add_Tail(*commands);
creditbtn.Add_Tail(*commands);
creditstatic.Add_Tail(*commands);
maxunitstatic.Add_Tail(*commands);
moneytib.Add_Tail(*commands);
smartiesstatic.Add_Tail(*commands);
allies.Add_Tail(*commands);
control.Add_Tail(*commands);
maxunit.Add_Tail(*commands);
nospyplane.Add_Tail(*commands);
skipscore.Add_Tail(*commands);
nomapsel.Add_Tail(*commands);
onetime.Add_Tail(*commands);
inherit.Add_Tail(*commands);
timercarry.Add_Tail(*commands);
tanya.Add_Tail(*commands);
record.Add_Tail(*commands);
truckcrate.Add_Tail(*commands);
endofgame.Add_Tail(*commands);
briefing.Add_Tail(*commands);
intro.Add_Tail(*commands);
action.Add_Tail(*commands);
win.Add_Tail(*commands);
lose.Add_Tail(*commands);
basebtn.Add_Tail(*commands);
smarties.Add_Tail(*commands);
desc.Add_Tail(*commands);
//commands = &okbtn;
//cancelbtn.Add_Tail(*commands);
//theaterbtn.Add_Tail(*commands);
//themebtn.Add_Tail(*commands);
//housebtn.Add_Tail(*commands);
//techlevel.Add_Tail(*commands);
//techstatic.Add_Tail(*commands);
//sourcebtn.Add_Tail(*commands);
//creditbtn.Add_Tail(*commands);
//creditstatic.Add_Tail(*commands);
//maxunitstatic.Add_Tail(*commands);
//moneytib.Add_Tail(*commands);
//smartiesstatic.Add_Tail(*commands);
//allies.Add_Tail(*commands);
//control.Add_Tail(*commands);
//maxunit.Add_Tail(*commands);
//nospyplane.Add_Tail(*commands);
//skipscore.Add_Tail(*commands);
//nomapsel.Add_Tail(*commands);
//onetime.Add_Tail(*commands);
//inherit.Add_Tail(*commands);
//timercarry.Add_Tail(*commands);
//tanya.Add_Tail(*commands);
//record.Add_Tail(*commands);
//truckcrate.Add_Tail(*commands);
//endofgame.Add_Tail(*commands);
//briefing.Add_Tail(*commands);
//intro.Add_Tail(*commands);
//action.Add_Tail(*commands);
//win.Add_Tail(*commands);
//lose.Add_Tail(*commands);
//basebtn.Add_Tail(*commands);
//smarties.Add_Tail(*commands);
//desc.Add_Tail(*commands);
/*
** Main Processing Loop
@@ -1676,61 +1765,61 @@ int MapEditClass::Scenario_Dialog(void)
/*
** Refresh display if needed
*/
if (display) {
Hide_Mouse();
/*
** Draw the background
*/
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_SCENARIO_OPTIONS, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
** Display the text that doesn't need drawing except when the entire dialog
** needs to be redrawn.
*/
Fancy_Text_Print("Tech Level =", techlevel.X, techlevel.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Credits =", creditbtn.X, creditbtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Unit Max =", maxunit.X, maxunit.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("IQ =", smarties.X, smarties.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Prebuild Base:", basebtn.X, basebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Theater:", theaterbtn.X, theaterbtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Scenario Name:", desc.X, desc.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Country:", housebtn.X, housebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Home Edge:", sourcebtn.X, sourcebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Allies:", allies.X, allies.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Plyr Control:", control.X, control.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Theme:", themebtn.X, themebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Intro:", intro.X, intro.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Briefing:", briefing.X, briefing.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Action:", action.X, action.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Win:", win.X, win.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Lose:", lose.X, lose.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Store scenario?", record.X+10, record.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Inherit stored scenario?", inherit.X+10, inherit.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Auto evac. Tanya (civilian)?", tanya.X+10, tanya.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Last mission of game?", endofgame.X+10, endofgame.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Inherit mission timer from last scenario?", timercarry.X+10, timercarry.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Disable spy plane?", nospyplane.X+10, nospyplane.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Skip the score screen?", skipscore.X+10, skipscore.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("No map selection (force var 'B')?", nomapsel.X+10, nomapsel.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Return to main menu after scenario finishes?", onetime.X+10, onetime.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Truck carries wood crate?", truckcrate.X+10, truckcrate.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Initial money is transferred to silos?", moneytib.X+10, moneytib.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
theaterbtn.Collapse();
themebtn.Collapse();
intro.Collapse();
briefing.Collapse();
action.Collapse();
win.Collapse();
lose.Collapse();
basebtn.Collapse();
commands->Draw_All(true);
Show_Mouse();
display = false;
dotext = true;
}
//if (display) {
// Hide_Mouse();
//
// /*
// ** Draw the background
// */
// Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
// Draw_Caption(TXT_SCENARIO_OPTIONS, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
//
// /*
// ** Display the text that doesn't need drawing except when the entire dialog
// ** needs to be redrawn.
// */
// Fancy_Text_Print("Tech Level =", techlevel.X, techlevel.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Credits =", creditbtn.X, creditbtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Unit Max =", maxunit.X, maxunit.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("IQ =", smarties.X, smarties.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Prebuild Base:", basebtn.X, basebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Theater:", theaterbtn.X, theaterbtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Scenario Name:", desc.X, desc.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Country:", housebtn.X, housebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Home Edge:", sourcebtn.X, sourcebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Allies:", allies.X, allies.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Plyr Control:", control.X, control.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Theme:", themebtn.X, themebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Intro:", intro.X, intro.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Briefing:", briefing.X, briefing.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Action:", action.X, action.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Win:", win.X, win.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Lose:", lose.X, lose.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Store scenario?", record.X+10, record.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Inherit stored scenario?", inherit.X+10, inherit.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Auto evac. Tanya (civilian)?", tanya.X+10, tanya.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Last mission of game?", endofgame.X+10, endofgame.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Inherit mission timer from last scenario?", timercarry.X+10, timercarry.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Disable spy plane?", nospyplane.X+10, nospyplane.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Skip the score screen?", skipscore.X+10, skipscore.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("No map selection (force var 'B')?", nomapsel.X+10, nomapsel.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Return to main menu after scenario finishes?", onetime.X+10, onetime.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Truck carries wood crate?", truckcrate.X+10, truckcrate.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
// Fancy_Text_Print("Initial money is transferred to silos?", moneytib.X+10, moneytib.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
//
// theaterbtn.Collapse();
// themebtn.Collapse();
// intro.Collapse();
// briefing.Collapse();
// action.Collapse();
// win.Collapse();
// lose.Collapse();
// basebtn.Collapse();
// //commands->Draw_All(true);
// Show_Mouse();
// display = false;
// dotext = true;
//}
/*
** Display the text of the buttons that could change their text as a
@@ -1762,7 +1851,11 @@ int MapEditClass::Scenario_Dialog(void)
/*
** Get user input
*/
KeyNumType input = commands->Input();
KeyNumType input = KN_NONE; //commands->Input();
KeyNumType _key;
int _flags;
WWSDL_ProcessEvents(_key, _flags);
/*
** Process input
@@ -1899,7 +1992,7 @@ int MapEditClass::Scenario_Dialog(void)
PlayerPtr->IsPlayerControl = true;
strncpy(Scen.Description, desc.Get_Text(), sizeof(Scen.Description));
Scen.Description[sizeof(Scen.Description)-1] = '\0';
Scen.IntroMovie = VQType(intro.Current_Index()-1);
Scen.IntroMovie = VQType(scenario_intromovie);
Scen.BriefMovie = VQType(briefing.Current_Index()-1);
Scen.ActionMovie = VQType(action.Current_Index()-1);
Scen.WinMovie = VQType(win.Current_Index()-1);
@@ -1925,6 +2018,7 @@ int MapEditClass::Scenario_Dialog(void)
** - Then, re-initialize the TypeClasses for the new Theater
*/
TheaterType theater = TheaterType(theaterbtn.Current_Index());
TheaterType orig_theater = Scen.Theater;
if (theater != orig_theater) {
unsigned char theater_mask; // template/terrain mask