Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/MAPEDIT.H
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REDALERT/MAPEDIT.H
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/MAPEDIT.H 1 3/03/97 10:25a Joe_bostic $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : MAPEDIT.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : May 14, 1994 *
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* *
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* Last Update : May 14, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* This class is derived from the normal display map class. It exists *
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* only to allow editing and adding items to the map. *
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*---------------------------------------------------------------------------------------------*
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* House-setting functions: The editor contains several house maintenance routines: *
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* Verify_House: tells if the given ObjectType can be owned by the given HousesType *
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* Cycle_House: Finds the next valid house for the given ObjectType; used when a new object *
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* can't be owned by the current editor HousesType. *
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* Change_House: attempts to change the owner of the currently-selected object *
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* Toggle_House: cycles the HousesType of a pending placement object *
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* Set_House_Buttons: sets house buttons in accordance with the given HousesType *
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*---------------------------------------------------------------------------------------------*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef MAPEDIT_H
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#define MAPEDIT_H
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#include "function.h"
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/*
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** This is the maximum # of ObjectTypeClasses the editor has to deal with.
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*/
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enum MapEdit1Enum {
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MAX_EDIT_OBJECTS = // max # of ObjectTypeClasses allowed
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(int)TEMPLATE_COUNT +
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(int)OVERLAY_COUNT +
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(int)SMUDGE_COUNT +
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(int)TERRAIN_COUNT +
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(int)UNIT_COUNT +
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(int)INFANTRY_COUNT +
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(int)VESSEL_COUNT +
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(int)STRUCT_COUNT,
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MAX_TEAM_CLASSES = // max # ObjectTypeClasses for a team
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(int)UNIT_COUNT +
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(int)INFANTRY_COUNT +
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(int)AIRCRAFT_COUNT,
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// NUM_EDIT_MISSIONS = 6, // # missions that can be assigned an object
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NUM_EDIT_CLASSES = 9, // # different classes (templates, terrain, etc)
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MAX_MAIN_MENU_NUM = 8,
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MAX_MAIN_MENU_LEN = 20,
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MAX_AI_MENU_NUM = 6,
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MAX_AI_MENU_LEN = 20,
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POPUP_HOUSE_X=10,
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POPUP_HOUSE_Y=100,
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POPUP_HOUSE_W=60,
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POPUP_HOUSE_H=(190-100),
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// POPUP_GDI_W = 50,
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// POPUP_GDI_H = 9,
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// POPUP_GDI_X = 10,
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// POPUP_GDI_Y = 160,
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// POPUP_NOD_W = 50,
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// POPUP_NOD_H = 9,
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// POPUP_NOD_X = 10,
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// POPUP_NOD_Y = 169,
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// POPUP_NEUTRAL_W = 50,
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// POPUP_NEUTRAL_H = 9,
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// POPUP_NEUTRAL_X = 10,
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// POPUP_NEUTRAL_Y = 178,
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// POPUP_MULTI1_W = 25,
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// POPUP_MULTI1_H = 9,
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// POPUP_MULTI1_X = 10,
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// POPUP_MULTI1_Y = 160,
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// POPUP_MULTI2_W = 25,
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// POPUP_MULTI2_H = 9,
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// POPUP_MULTI2_X = 35,
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// POPUP_MULTI2_Y = 160,
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// POPUP_MULTI3_W = 25,
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// POPUP_MULTI3_H = 9,
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// POPUP_MULTI3_X = 10,
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// POPUP_MULTI3_Y = 169,
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// POPUP_MULTI4_W = 25,
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// POPUP_MULTI4_H = 9,
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// POPUP_MULTI4_X = 35,
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// POPUP_MULTI4_Y = 169,
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POPUP_MISSION_W = 80,
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POPUP_MISSION_H = 40,
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POPUP_MISSION_X = 70,
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POPUP_MISSION_Y = 150,
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POPUP_FACEBOX_W = 30,
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POPUP_FACEBOX_H = 30,
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POPUP_FACEBOX_X = 160,
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POPUP_FACEBOX_Y = 160,
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POPUP_HEALTH_W = 50,
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POPUP_HEALTH_H = 10,
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POPUP_HEALTH_X = 200,
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POPUP_HEALTH_Y = 170,
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POPUP_BASE_W = 50,
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POPUP_BASE_H = 8,
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POPUP_BASE_X = 300 - 50,
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POPUP_BASE_Y = 0
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};
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/*
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** These are the button ID's for the pop-up object-editing gizmos.
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** The house button ID's must be sequential, with a 1-to-1 correspondence to
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** the HousesType values.
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*/
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enum MapEditButtonIDEnum{
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POPUP_SPAIN=500,
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POPUP_FIRST=POPUP_SPAIN,
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POPUP_GREECE,
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POPUP_USSR,
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POPUP_ENGLAND,
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POPUP_ITALY,
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POPUP_GERMANY,
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POPUP_FRANCE,
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POPUP_TURKEY,
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POPUP_HOUSELIST, // House selection list.
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POPUP_SELLABLE, // Allowed to sell.
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POPUP_REBUILDABLE, // Allowed to rebuild.
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POPUP_MISSIONLIST, // list box for missions
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POPUP_HEALTHGAUGE, // health of object
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POPUP_FACINGDIAL, // object's facing
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POPUP_BASEPERCENT, // Base's percent-built slider
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MAP_AREA, // map as a click-able thingy
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BUTTON_FLAG=0x8000
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};
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class TeamTypeClass;
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class MapEditClass : public MouseClass
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{
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/*
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** Public Interface
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*/
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public:
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/*
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** mapedit.cpp
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*/
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MapEditClass(void);
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MapEditClass(NoInitClass const & x) : MouseClass(x) {};
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bool Get_Waypoint_Name(char wayptname[]);
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void Update_Waypoint(int waypt_index);
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virtual void One_Time(void); // One-time init
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virtual void Init_IO(void); // Inits button list
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virtual void AI(KeyNumType &input, int x, int y);
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virtual void Draw_It(bool forced = true);
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virtual bool Scroll_Map(DirType facing, int & distance, bool really=true);
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virtual void Read_INI(CCINIClass & ini);
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virtual void Write_INI(CCINIClass & ini);
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virtual void Detach(ObjectClass * object);
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void Detach(TARGET target, bool all=true) {MouseClass::Detach(target, all);}
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void Clear_List(void);
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bool Add_To_List(ObjectTypeClass const *object);
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void Main_Menu(void);
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void AI_Menu(void);
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bool Mouse_Moved(void);
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bool Verify_House(HousesType house, ObjectTypeClass const * objtype);
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HousesType Cycle_House(HousesType curhouse, ObjectTypeClass const * objtype);
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// int Trigger_Needs_Team(TriggerClass *trigger);
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void Fatal(int txt);
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/*
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** mapeddlg.cpp
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*/
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int New_Scenario(void);
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int Load_Scenario(void);
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int Save_Scenario(void);
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int Pick_Scenario(char const * caption, int & scen_nump, ScenarioPlayerType & playerp, ScenarioDirType & dirp, ScenarioVarType & varp);
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int Size_Map(int x, int y, int w, int h);
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int Scenario_Dialog(void);
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void Handle_Triggers(void);
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int Select_Trigger(void);
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/*
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** mapedplc.cpp
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*/
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int Placement_Dialog(void);
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void Start_Placement(void);
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int Place_Object(void);
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void Cancel_Placement(void);
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void Place_Next(void);
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void Place_Prev(void);
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void Place_Next_Category(void);
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void Place_Prev_Category(void);
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void Place_Home(void);
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void Toggle_House(void);
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void Set_House_Buttons(HousesType house, GadgetClass *btnlist, int base_id);
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void Start_Trigger_Placement(void);
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void Stop_Trigger_Placement(void);
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void Place_Trigger(void);
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void Start_Base_Building(void);
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void Cancel_Base_Building(void);
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void Build_Base_To(int percent);
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/*
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** mapedsel.cpp
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*/
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int Select_Object(void);
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void Select_Next(void);
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void Popup_Controls(void);
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void Grab_Object(void);
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int Move_Grabbed_Object(void);
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bool Change_House(HousesType newhouse);
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/*
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** mapedtm.cpp
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*/
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void Draw_Member(TechnoTypeClass const * ptr, int index, int quant, HousesType house);
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void Handle_Teams(char const * caption);
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int Select_Team(char const * caption);
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int Team_Members(HousesType house);
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/*
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** Private Interface
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*/
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private:
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/*
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** This is the last-requested variation of a loaded/saved/new scenario.
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*/
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// ScenarioVarType ScenVar;
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/*
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** Array of all TypeClasses the user can add to the map; cleared by
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** Clear_List(), added to by Add_To_List()
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*/
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ObjectTypeClass const * Objects[MAX_EDIT_OBJECTS];
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int ObjCount; // # of objects in the Objects array
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/*
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** Last-selected object to place, and last-selected house of object
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*/
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int LastChoice; // index of item user picked last
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HousesType LastHouse; // house of last item picked
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/*
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** Variables for grabbing/moving objects
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*/
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ObjectClass * GrabbedObject; // object "grabbed" with mouse
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CELL GrabOffset; // offset to grabbed obj's upper-left
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unsigned long LastClickTime; // time of last LMOUSE click
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/*
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** Number of each type of object in Objects, so we can switch categories
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*/
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int NumType[NUM_EDIT_CLASSES]; // # of each type of class:
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// 0 = Template
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// 1 = Overlay
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// 2 = Smudge
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// 3 = Terrain
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// 4 = Unit
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// 5 = Infantry
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// 6 = Vessels
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// 7 = Building
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// 8 = Aircraft
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/*
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** The offset of each type of object within the Objects[] array
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*/
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int TypeOffset[NUM_EDIT_CLASSES]; // offsets within Objects[]
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/*
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** The "current" trigger for point-and-click trigger setting
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*/
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TriggerTypeClass * CurTrigger; // current trigger
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/*
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** The "current" team type for editing & associating with a trigger
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*/
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TeamTypeClass * CurTeam; // current team
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/*
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** Bitfields for flags & such
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*/
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unsigned Changed : 1; // 1 = changes are unsaved
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unsigned LMouseDown : 1; // 1 = left mouse is held down
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unsigned BaseBuilding : 1; // 1 = we're in base-building mode
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/*
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** Variables for pre-building a base
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*/
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// int BasePercent; // Percentage the base will be built
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/*
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** Variables for supporting the object-editing controls at screen bottom
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*/
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ListClass * HouseList;
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ListClass * MissionList;
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TriColorGaugeClass *HealthGauge;
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Dial8Class *FacingDial;
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ControlClass *MapArea;
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TextLabelClass *HealthText;
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TextButtonClass * Sellable;
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TextButtonClass * Rebuildable;
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static char HealthBuf[20];
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GaugeClass *BaseGauge;
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TextLabelClass *BaseLabel;
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static MissionType MapEditMissions[];
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};
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#endif
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