1999 lines
69 KiB
C++
1999 lines
69 KiB
C++
/*
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** Command & Conquer(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: F:\projects\c&c\vcs\code\mapedplc.cpv 2.16 16 Oct 1995 16:51:00 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 : MAPEDPLC.CPP *
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* *
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* Programmer : Bill Randolph *
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* *
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* Start Date : November 18, 1994 *
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* *
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* Last Update : July 4, 1995 [JLB] *
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* *
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*-------------------------------------------------------------------------*
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* Object-placement routines *
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*-------------------------------------------------------------------------*
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* Functions: *
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* MapEditClass::Placement_Dialog -- adds an object to the scenario *
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* MapEditClass::Start_Placement -- enters placement mode *
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* MapEditClass::Place_Object -- attempts to place the current object *
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* MapEditClass::Cancel_Placement -- cancels placement mode *
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* MapEditClass::Place_Next -- while placing object, goes to next *
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* MapEditClass::Place_Prev -- while placing object, goes to previous *
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* MapEditClass::Place_Next_Category -- places next object category *
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* MapEditClass::Place_Prev_Category -- places previous object category *
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* MapEditClass::Place_Home -- homes the placement object *
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* MapEditClass::Toggle_House -- toggles current placement object's house*
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* MapEditClass::Set_House_Buttons -- toggles house buttons for btn list *
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* MapEditClass::Start_Trigger_Placement -- enters trigger placement mode*
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* MapEditClass::Stop_Trigger_Placement -- exits trigger placement mode *
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* MapEditClass::Place_Trigger -- assigns trigger to object or cell *
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* MapEditClass::Start_Base_Building -- starts base-building mode *
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* MapEditClass::Cancel_Base_Building -- stops base-building mode *
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* MapEditClass::Build_Base_To -- builds the AI base to the given percent*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#ifdef SCENARIO_EDITOR
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/***************************************************************************
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* MapEditClass::Placement_Dialog -- adds an object to the scenario *
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* *
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* This function sets LastChoice & LastHouse to the values chosen *
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* by the user. It's up to the caller to call Start_Placement to enter *
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* placement mode. *
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* This routine does not modify PendingObject or PendingHouse. *
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* *
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* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
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* <20> [GDI] [NOD] [Neutral] <20> *
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* <20> <20> *
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* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
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* <20> <20> <20> [Template] <20> *
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* <20> <20> <20> [Overlay ] <20> *
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* <20> <20> <20> [Smudge ] <20> *
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* <20> <20> <20> [Terrain ] <20> *
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* <20> <20> (Object picture) <20> [Unit ] <20> *
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* <20> <20> <20> [Infantry] <20> *
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* <20> <20> <20> [Aircraft] <20> *
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* <20> <20> <20> [Building] <20> *
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* <20> <20> <20> <20> *
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* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
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* <20> [<-] [->] <20>(Grid)<29> <20> *
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* <20> <20> <20> <20> *
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* <20> [OK] [Cancel] <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
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* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* 0 = OK, -1 = cancel *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 10/21/1994 BR : Created. *
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*=========================================================================*/
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int MapEditClass::Placement_Dialog(void)
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{
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HousesType house;
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/*........................................................................
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Dialog & button dimensions
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........................................................................*/
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enum {
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D_DIALOG_W = 480,
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D_DIALOG_H = 360,
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D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
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D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
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D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
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D_TXT8_H = 22,
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D_MARGIN = 14,
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D_PICTURE_W = 304, // must be divisible by 8!
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D_PICTURE_H = 210,
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D_PICTURE_X = D_DIALOG_X + 16, // must start on a byte boundary!
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D_PICTURE_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN,
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D_PICTURE_CX = D_PICTURE_X + D_PICTURE_W / 2,
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D_GDI_W = 90,
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D_GDI_H = 18,
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D_GDI_X = D_DIALOG_X + D_MARGIN,
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D_GDI_Y = D_DIALOG_Y + D_MARGIN,
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D_NOD_W = 90,
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D_NOD_H = 18,
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D_NOD_X = D_GDI_X + D_GDI_W,
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D_NOD_Y = D_DIALOG_Y + D_MARGIN,
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D_NEUTRAL_W = 90,
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D_NEUTRAL_H = 18,
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D_NEUTRAL_X = D_NOD_X + D_NOD_W,
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D_NEUTRAL_Y = D_DIALOG_Y + D_MARGIN,
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D_MULTI1_W = 44,
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D_MULTI1_H = 18,
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D_MULTI1_X = D_GDI_X,
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D_MULTI1_Y = D_GDI_Y,
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D_MULTI2_W = 44,
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D_MULTI2_H = 18,
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D_MULTI2_X = D_MULTI1_X + D_MULTI1_W,
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D_MULTI2_Y = D_GDI_Y,
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D_MULTI3_W = 44,
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D_MULTI3_H = 18,
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D_MULTI3_X = D_MULTI2_X + D_MULTI2_W,
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D_MULTI3_Y = D_GDI_Y,
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D_MULTI4_W = 44,
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D_MULTI4_H = 18,
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D_MULTI4_X = D_MULTI3_X + D_MULTI3_W,
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D_MULTI4_Y = D_GDI_Y,
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D_LEFT_W = 90,
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D_LEFT_H = 18,
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D_LEFT_X = D_PICTURE_CX - 5 - D_LEFT_W,
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D_LEFT_Y = D_PICTURE_Y + D_PICTURE_H + D_MARGIN,
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D_RIGHT_W = 90,
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D_RIGHT_H = 18,
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D_RIGHT_X = D_PICTURE_CX + 5,
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D_RIGHT_Y = D_PICTURE_Y + D_PICTURE_H + D_MARGIN,
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D_TEMPLATE_W = 140,
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D_TEMPLATE_H = 18,
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D_TEMPLATE_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_TEMPLATE_W,
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D_TEMPLATE_Y = D_PICTURE_Y,
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D_OVERLAY_W = 140,
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D_OVERLAY_H = 18,
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D_OVERLAY_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_OVERLAY_W,
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D_OVERLAY_Y = D_TEMPLATE_Y + D_TEMPLATE_H,
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D_SMUDGE_W = 140,
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D_SMUDGE_H = 18,
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D_SMUDGE_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_SMUDGE_W,
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D_SMUDGE_Y = D_OVERLAY_Y + D_OVERLAY_H,
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D_TERRAIN_W = 140,
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D_TERRAIN_H = 18,
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D_TERRAIN_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_TERRAIN_W,
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D_TERRAIN_Y = D_SMUDGE_Y + D_SMUDGE_H,
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D_UNIT_W = 140,
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D_UNIT_H = 18,
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D_UNIT_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_UNIT_W,
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D_UNIT_Y = D_TERRAIN_Y + D_TERRAIN_H,
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D_INFANTRY_W = 140,
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D_INFANTRY_H = 18,
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D_INFANTRY_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_INFANTRY_W,
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D_INFANTRY_Y = D_UNIT_Y + D_UNIT_H,
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D_AIRCRAFT_W = 140,
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D_AIRCRAFT_H = 18,
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D_AIRCRAFT_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_AIRCRAFT_W,
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D_AIRCRAFT_Y = D_INFANTRY_Y + D_INFANTRY_H,
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D_BUILDING_W = 140,
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D_BUILDING_H = 18,
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D_BUILDING_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_BUILDING_W,
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D_BUILDING_Y = D_AIRCRAFT_Y + D_AIRCRAFT_H,
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D_OK_W = 90,
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D_OK_H = 18,
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D_OK_X = D_PICTURE_CX - D_OK_W - 5,
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D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - D_MARGIN,
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D_CANCEL_W = 90,
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D_CANCEL_H = 18,
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D_CANCEL_X = D_PICTURE_CX + 5,
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D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - D_MARGIN,
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};
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/*........................................................................
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Grid Dimensions
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........................................................................*/
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enum {
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GRIDSIZE = 10,
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GRIDBLOCK_W = 6,
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GRIDBLOCK_H = 6,
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D_GRID_X = D_DIALOG_X + D_DIALOG_W - (GRIDSIZE * GRIDBLOCK_W) - D_MARGIN,
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D_GRID_Y = D_DIALOG_Y + D_DIALOG_H - (GRIDSIZE * GRIDBLOCK_H) - D_MARGIN,
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};
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/*........................................................................
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Button enumerations:
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........................................................................*/
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enum {
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BUTTON_GDI=100,
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BUTTON_NOD,
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BUTTON_NEUTRAL,
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BUTTON_JP, // placeholder
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BUTTON_MULTI1,
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BUTTON_MULTI2,
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BUTTON_MULTI3,
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BUTTON_MULTI4,
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BUTTON_NEXT,
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BUTTON_PREV,
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BUTTON_OK,
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BUTTON_CANCEL,
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BUTTON_TEMPLATE,
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BUTTON_OVERLAY,
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BUTTON_SMUDGE,
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BUTTON_TERRAIN,
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BUTTON_UNIT,
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BUTTON_INFANTRY,
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BUTTON_AIRCRAFT,
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BUTTON_BUILDING,
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};
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/*........................................................................
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Redraw values: in order from "top" to "bottom" layer of the dialog
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........................................................................*/
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typedef enum {
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REDRAW_NONE = 0,
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REDRAW_BUTTONS,
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REDRAW_OBJECT,
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REDRAW_BACKGROUND,
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REDRAW_ALL = REDRAW_BACKGROUND
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} RedrawType;
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/*........................................................................
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Dialog variables
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........................................................................*/
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RedrawType display; // display level
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bool process; // loop while true
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bool cancel = false; // true = user cancels
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const ObjectTypeClass * curobj; // Working object pointer.
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int x,y; // for drawing the grid
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KeyNumType input; // user input
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short const *occupy; // ptr into object's OccupyList
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int cell; // cell index for parsing OccupyList
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int i;
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int typeindex; // index of class type
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/*........................................................................
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Buttons
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........................................................................*/
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ControlClass *commands;
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TextButtonClass gdibtn (BUTTON_GDI, "GDI",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_GDI_X, D_GDI_Y, D_GDI_W, D_GDI_H);
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TextButtonClass nodbtn (BUTTON_NOD, "NOD",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_NOD_X, D_NOD_Y, D_NOD_W, D_NOD_H);
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TextButtonClass neutbtn (BUTTON_NEUTRAL, "Neutral",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_NEUTRAL_X, D_NEUTRAL_Y, D_NEUTRAL_W, D_NEUTRAL_H);
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TextButtonClass multi1btn (BUTTON_MULTI1, "M1",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_MULTI1_X, D_MULTI1_Y, D_MULTI1_W, D_MULTI1_H);
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TextButtonClass multi2btn (BUTTON_MULTI2, "M2",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_MULTI2_X, D_MULTI2_Y, D_MULTI2_W, D_MULTI2_H);
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TextButtonClass multi3btn (BUTTON_MULTI3, "M3",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_MULTI3_X, D_MULTI3_Y, D_MULTI3_W, D_MULTI3_H);
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TextButtonClass multi4btn (BUTTON_MULTI4, "M4",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_MULTI4_X, D_MULTI4_Y, D_MULTI4_W, D_MULTI4_H);
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TextButtonClass nextbtn (BUTTON_NEXT, TXT_RIGHT,
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_RIGHT_X, D_RIGHT_Y, D_RIGHT_W, D_RIGHT_H);
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TextButtonClass prevbtn (BUTTON_PREV, TXT_LEFT,
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_LEFT_X, D_LEFT_Y, D_LEFT_W, D_LEFT_H);
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TextButtonClass okbtn (BUTTON_OK, TXT_OK,
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
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TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
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TextButtonClass templatebtn (BUTTON_TEMPLATE, "Template",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_TEMPLATE_X, D_TEMPLATE_Y, D_TEMPLATE_W, D_TEMPLATE_H);
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TextButtonClass overlaybtn (BUTTON_OVERLAY, "Overlay",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_OVERLAY_X, D_OVERLAY_Y, D_OVERLAY_W, D_OVERLAY_H);
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TextButtonClass smudgebtn (BUTTON_SMUDGE, "Smudge",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_SMUDGE_X, D_SMUDGE_Y, D_SMUDGE_W, D_SMUDGE_H);
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TextButtonClass terrainbtn (BUTTON_TERRAIN, "Terrain",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_TERRAIN_X, D_TERRAIN_Y, D_TERRAIN_W, D_TERRAIN_H);
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TextButtonClass unitbtn (BUTTON_UNIT, "Unit",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_UNIT_X, D_UNIT_Y, D_UNIT_W, D_UNIT_H);
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TextButtonClass infantrybtn (BUTTON_INFANTRY, "Infantry",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_INFANTRY_X, D_INFANTRY_Y, D_INFANTRY_W, D_INFANTRY_H);
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TextButtonClass aircraftbtn (BUTTON_AIRCRAFT, "Aircraft",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_AIRCRAFT_X, D_AIRCRAFT_Y, D_AIRCRAFT_W, D_AIRCRAFT_H);
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TextButtonClass buildingbtn (BUTTON_BUILDING, "Building",
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TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
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D_BUILDING_X, D_BUILDING_Y, D_BUILDING_W, D_BUILDING_H);
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/*------------------------------------------------------------------------
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Initialize addable objects list; we must do this every time in case one
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of the object pools has become exhausted; that object won't be available
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for adding. (Skip aircraft, since they won't be used in the editor.)
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------------------------------------------------------------------------*/
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Clear_List();
|
||
TemplateTypeClass::Prep_For_Add();
|
||
OverlayTypeClass::Prep_For_Add();
|
||
SmudgeTypeClass::Prep_For_Add();
|
||
TerrainTypeClass::Prep_For_Add();
|
||
UnitTypeClass::Prep_For_Add();
|
||
InfantryTypeClass::Prep_For_Add();
|
||
BuildingTypeClass::Prep_For_Add();
|
||
|
||
/*........................................................................
|
||
Compute offset of each class type in the Objects array
|
||
........................................................................*/
|
||
TypeOffset[0] = 0;
|
||
for (i=1; i<NUM_EDIT_CLASSES; i++) {
|
||
TypeOffset[i] = TypeOffset[i-1] + NumType[i-1];
|
||
}
|
||
|
||
/*
|
||
--------------------- Return if no objects to place ----------------------
|
||
*/
|
||
if (!ObjCount) {
|
||
return(-1);
|
||
}
|
||
|
||
/*
|
||
------------------------------- Initialize -------------------------------
|
||
*/
|
||
Set_Logic_Page(SeenBuff);
|
||
if (LastChoice >= ObjCount) {
|
||
LastChoice = 0;
|
||
}
|
||
curobj = Objects[LastChoice]; // current object to choose
|
||
|
||
commands = &neutbtn;
|
||
if (ScenPlayer == SCEN_PLAYER_MPLAYER) {
|
||
multi1btn.Add_Tail(*commands);
|
||
multi2btn.Add_Tail(*commands);
|
||
multi3btn.Add_Tail(*commands);
|
||
multi4btn.Add_Tail(*commands);
|
||
} else {
|
||
gdibtn.Add_Tail(*commands);
|
||
nodbtn.Add_Tail(*commands);
|
||
}
|
||
nextbtn.Add_Tail(*commands);
|
||
prevbtn.Add_Tail(*commands);
|
||
okbtn.Add_Tail(*commands);
|
||
cancelbtn.Add_Tail(*commands);
|
||
templatebtn.Add_Tail(*commands);
|
||
overlaybtn.Add_Tail(*commands);
|
||
smudgebtn.Add_Tail(*commands);
|
||
terrainbtn.Add_Tail(*commands);
|
||
unitbtn.Add_Tail(*commands);
|
||
infantrybtn.Add_Tail(*commands);
|
||
aircraftbtn.Add_Tail(*commands);
|
||
buildingbtn.Add_Tail(*commands);
|
||
|
||
/*........................................................................
|
||
If the current house isn't valid for the current object type, cycle to
|
||
the next house.
|
||
........................................................................*/
|
||
if (!Verify_House(LastHouse,curobj)) {
|
||
LastHouse = Cycle_House(LastHouse,curobj);
|
||
}
|
||
|
||
/*
|
||
..................... Set the buttons for this house .....................
|
||
*/
|
||
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
|
||
|
||
/*
|
||
-------------------------- Main processing loop --------------------------
|
||
*/
|
||
display = REDRAW_ALL;
|
||
process = true;
|
||
while (process) {
|
||
|
||
/*
|
||
** If we have just received input focus again after running in the background then
|
||
** we need to redraw.
|
||
*/
|
||
if (AllSurfaces.SurfacesRestored){
|
||
AllSurfaces.SurfacesRestored=FALSE;
|
||
display=REDRAW_ALL;
|
||
}
|
||
|
||
/*
|
||
........................ Invoke game callback .........................
|
||
*/
|
||
Call_Back();
|
||
/*
|
||
---------------------- Refresh display if needed ----------------------
|
||
*/
|
||
if (display > REDRAW_NONE) {
|
||
/*
|
||
---------------------- Display the dialog box ----------------------
|
||
*/
|
||
Hide_Mouse();
|
||
if (display >= REDRAW_BACKGROUND) {
|
||
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
|
||
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
|
||
}
|
||
|
||
/*------------------------------------------------------------------
|
||
Display the current object:
|
||
- save the current window dimensions
|
||
- adjust the window size to the actual drawable area
|
||
- draw the shape
|
||
- reset the window dimensions
|
||
------------------------------------------------------------------*/
|
||
if (display >= REDRAW_OBJECT) {
|
||
WindowList[WINDOW_EDITOR][WINDOWX] = D_PICTURE_X >> 3;
|
||
WindowList[WINDOW_EDITOR][WINDOWY] = D_PICTURE_Y;
|
||
WindowList[WINDOW_EDITOR][WINDOWWIDTH] = D_PICTURE_W >> 3;
|
||
WindowList[WINDOW_EDITOR][WINDOWHEIGHT] = D_PICTURE_H;
|
||
Change_Window((int)WINDOW_EDITOR);
|
||
Draw_Box(D_PICTURE_X, D_PICTURE_Y, D_PICTURE_W, D_PICTURE_H,
|
||
BOXSTYLE_GREEN_DOWN, true);
|
||
curobj->Display(WinW<<2, WinH>>1, WINDOW_EDITOR, LastHouse);
|
||
|
||
/*
|
||
........................ Erase the grid .........................
|
||
*/
|
||
LogicPage->Fill_Rect(D_GRID_X - GRIDBLOCK_W * 2, D_GRID_Y,
|
||
D_GRID_X + GRIDSIZE * GRIDBLOCK_W,
|
||
D_GRID_Y + GRIDSIZE * GRIDBLOCK_H, BLACK);
|
||
|
||
/*
|
||
.............. Draw a box for every cell occupied ...............
|
||
*/
|
||
occupy = curobj->Occupy_List();
|
||
while ( (*occupy) != REFRESH_EOL) {
|
||
cell = (*occupy);
|
||
occupy++;
|
||
x = D_GRID_X + ((cell % MAP_CELL_W) * GRIDBLOCK_W);
|
||
y = D_GRID_Y + ((cell / MAP_CELL_W) * GRIDBLOCK_H);
|
||
LogicPage->Fill_Rect(x, y, x + GRIDBLOCK_W - 1, y + GRIDBLOCK_H - 1,
|
||
CC_BRIGHT_GREEN);
|
||
}
|
||
|
||
/*
|
||
..................... Draw the grid itself ......................
|
||
*/
|
||
for (y = 0; y <= GRIDSIZE; y++) {
|
||
for (x = 0; x <= GRIDSIZE; x++) {
|
||
LogicPage->Draw_Line(D_GRID_X + x * GRIDBLOCK_W, D_GRID_Y,
|
||
D_GRID_X + x * GRIDBLOCK_W,
|
||
D_GRID_Y + GRIDSIZE * GRIDBLOCK_H, CC_GREEN_SHADOW);
|
||
}
|
||
LogicPage->Draw_Line(D_GRID_X, D_GRID_Y + y * GRIDBLOCK_H,
|
||
D_GRID_X + GRIDSIZE * GRIDBLOCK_W, D_GRID_Y + y * GRIDBLOCK_H,
|
||
CC_GREEN_SHADOW);
|
||
}
|
||
|
||
/*...............................................................
|
||
Print the object's label from the class's Full_Name().
|
||
Warning: Text_String returns an EMS pointer, so standard string
|
||
functions won't work!
|
||
...............................................................*/
|
||
Fancy_Text_Print (curobj->Full_Name(),
|
||
D_PICTURE_CX, D_PICTURE_Y + D_MARGIN,
|
||
CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
}
|
||
|
||
/*
|
||
-------------------------- Redraw buttons --------------------------
|
||
*/
|
||
if (display >= REDRAW_BUTTONS) {
|
||
/*...............................................................
|
||
Figure out which class category we're in & highlight that button
|
||
This updates 'typeindex', which is used below, and it also updates
|
||
the category button states.
|
||
...............................................................*/
|
||
i = 0;
|
||
for (typeindex = 0; typeindex < NUM_EDIT_CLASSES; typeindex++) {
|
||
i += NumType[typeindex];
|
||
if (LastChoice < i) break;
|
||
}
|
||
templatebtn.Turn_Off();
|
||
overlaybtn.Turn_Off();
|
||
smudgebtn.Turn_Off();
|
||
terrainbtn.Turn_Off();
|
||
unitbtn.Turn_Off();
|
||
infantrybtn.Turn_Off();
|
||
aircraftbtn.Turn_Off();
|
||
buildingbtn.Turn_Off();
|
||
switch (typeindex + BUTTON_TEMPLATE) {
|
||
case BUTTON_TEMPLATE:
|
||
templatebtn.Turn_On();
|
||
break;
|
||
|
||
case BUTTON_OVERLAY:
|
||
overlaybtn.Turn_On();
|
||
break;
|
||
|
||
case BUTTON_SMUDGE:
|
||
smudgebtn.Turn_On();
|
||
break;
|
||
|
||
case BUTTON_TERRAIN:
|
||
terrainbtn.Turn_On();
|
||
break;
|
||
|
||
case BUTTON_UNIT:
|
||
unitbtn.Turn_On();
|
||
break;
|
||
|
||
case BUTTON_INFANTRY:
|
||
infantrybtn.Turn_On();
|
||
break;
|
||
|
||
case BUTTON_AIRCRAFT:
|
||
aircraftbtn.Turn_On();
|
||
break;
|
||
|
||
case BUTTON_BUILDING:
|
||
buildingbtn.Turn_On();
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
.......................... Redraw buttons ..........................
|
||
*/
|
||
commands->Draw_All();
|
||
Show_Mouse();
|
||
display = REDRAW_NONE;
|
||
|
||
}
|
||
|
||
/*
|
||
........................... Get user input ............................
|
||
*/
|
||
input = commands->Input();
|
||
|
||
/*
|
||
------------------------- Process user input --------------------------
|
||
*/
|
||
switch (input) {
|
||
/*
|
||
---------------------------- GDI House -----------------------------
|
||
*/
|
||
case (BUTTON_GDI | KN_BUTTON):
|
||
case (BUTTON_NOD | KN_BUTTON):
|
||
case (BUTTON_NEUTRAL | KN_BUTTON):
|
||
case (BUTTON_MULTI1 | KN_BUTTON):
|
||
case (BUTTON_MULTI2 | KN_BUTTON):
|
||
case (BUTTON_MULTI3 | KN_BUTTON):
|
||
case (BUTTON_MULTI4 | KN_BUTTON):
|
||
house = (HousesType)( (input & (~KN_BUTTON)) - BUTTON_GDI);
|
||
/*
|
||
............... ignore if invalid for this object ...............
|
||
*/
|
||
if (!Verify_House(house,curobj)) {
|
||
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
|
||
break;
|
||
}
|
||
|
||
/*
|
||
...................... Set flags & buttons ......................
|
||
*/
|
||
LastHouse = house;
|
||
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
|
||
display = REDRAW_OBJECT;
|
||
break;
|
||
|
||
/*
|
||
--------------------------- Next in list ---------------------------
|
||
*/
|
||
case (KN_RIGHT):
|
||
case (BUTTON_NEXT | KN_BUTTON):
|
||
/*
|
||
..................... Increment to next obj .....................
|
||
*/
|
||
LastChoice++;
|
||
if (LastChoice == ObjCount) {
|
||
LastChoice = 0;
|
||
}
|
||
curobj = Objects[LastChoice];
|
||
|
||
/*
|
||
.................... Get valid house for obj ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,curobj)) {
|
||
LastHouse = Cycle_House(LastHouse,curobj);
|
||
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
|
||
}
|
||
|
||
nextbtn.Turn_Off();
|
||
display = REDRAW_OBJECT;
|
||
break;
|
||
|
||
/*
|
||
------------------------- Previous in list -------------------------
|
||
*/
|
||
case (KN_LEFT):
|
||
case (BUTTON_PREV | KN_BUTTON):
|
||
/*
|
||
..................... Decrement to prev obj .....................
|
||
*/
|
||
LastChoice--;
|
||
if (LastChoice < 0) {
|
||
LastChoice = ObjCount-1;
|
||
}
|
||
curobj = Objects[LastChoice];
|
||
|
||
/*
|
||
.................... Get valid house for obj ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,curobj)) {
|
||
LastHouse = Cycle_House(LastHouse,curobj);
|
||
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
|
||
}
|
||
|
||
prevbtn.Turn_Off();
|
||
display = REDRAW_OBJECT;
|
||
break;
|
||
|
||
/*
|
||
----------------------- Select a class type ------------------------
|
||
*/
|
||
case (BUTTON_TEMPLATE | KN_BUTTON):
|
||
case (BUTTON_OVERLAY | KN_BUTTON):
|
||
case (BUTTON_SMUDGE | KN_BUTTON):
|
||
case (BUTTON_TERRAIN | KN_BUTTON):
|
||
case (BUTTON_UNIT | KN_BUTTON):
|
||
case (BUTTON_INFANTRY | KN_BUTTON):
|
||
case (BUTTON_AIRCRAFT | KN_BUTTON):
|
||
case (BUTTON_BUILDING | KN_BUTTON):
|
||
/*
|
||
...................... Find index of class ......................
|
||
*/
|
||
typeindex = input - (BUTTON_TEMPLATE | KN_BUTTON);
|
||
|
||
/*
|
||
............ If no objects of that type, do nothing .............
|
||
*/
|
||
if (NumType[typeindex]==0) {
|
||
display = REDRAW_BUTTONS; // force to reset button states
|
||
break;
|
||
}
|
||
|
||
/*
|
||
...................... Set current object .......................
|
||
*/
|
||
LastChoice = TypeOffset[typeindex];
|
||
curobj = Objects[LastChoice];
|
||
|
||
/*
|
||
.................... Get valid house for obj ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,curobj)) {
|
||
LastHouse = Cycle_House(LastHouse,curobj);
|
||
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
|
||
}
|
||
|
||
display = REDRAW_OBJECT;
|
||
break;
|
||
|
||
/*
|
||
-------------------------- Next category ---------------------------
|
||
*/
|
||
case KN_PGDN:
|
||
typeindex++;
|
||
if (typeindex==NUM_EDIT_CLASSES) {
|
||
typeindex = 0;
|
||
}
|
||
|
||
/*
|
||
...................... Set current object .......................
|
||
*/
|
||
LastChoice = TypeOffset[typeindex];
|
||
curobj = Objects[LastChoice];
|
||
|
||
/*
|
||
.................... Get valid house for obj ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,curobj)) {
|
||
LastHouse = Cycle_House(LastHouse,curobj);
|
||
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
|
||
}
|
||
|
||
display = REDRAW_OBJECT;
|
||
break;
|
||
|
||
/*
|
||
------------------------ Previous category -------------------------
|
||
*/
|
||
case KN_PGUP:
|
||
typeindex--;
|
||
if (typeindex < 0) {
|
||
typeindex = NUM_EDIT_CLASSES - 1;
|
||
}
|
||
|
||
/*
|
||
...................... Set current object .......................
|
||
*/
|
||
LastChoice = TypeOffset[typeindex];
|
||
curobj = Objects[LastChoice];
|
||
|
||
/*
|
||
.................... Get valid house for obj ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,curobj)) {
|
||
LastHouse = Cycle_House(LastHouse,curobj);
|
||
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
|
||
}
|
||
|
||
display = REDRAW_OBJECT;
|
||
break;
|
||
|
||
/*
|
||
------------------------ Jump to 1st choice ------------------------
|
||
*/
|
||
case KN_HOME:
|
||
LastChoice = 0;
|
||
/*
|
||
...................... Set current object .......................
|
||
*/
|
||
curobj = Objects[LastChoice];
|
||
/*
|
||
.................... Get valid house for obj ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,curobj)) {
|
||
LastHouse = Cycle_House(LastHouse,curobj);
|
||
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
|
||
}
|
||
display = REDRAW_OBJECT;
|
||
break;
|
||
|
||
/*
|
||
-------------------------------- OK --------------------------------
|
||
*/
|
||
case (KN_RETURN):
|
||
case (BUTTON_OK | KN_BUTTON):
|
||
cancel = false;
|
||
process = false;
|
||
break;
|
||
|
||
/*
|
||
------------------------------ Cancel ------------------------------
|
||
*/
|
||
case (KN_ESC):
|
||
case (BUTTON_CANCEL | KN_BUTTON):
|
||
cancel = true;
|
||
process = false;
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
|
||
}
|
||
|
||
/*
|
||
--------------------------- Redraw the display ---------------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
|
||
if (cancel) {
|
||
return(-1);
|
||
}
|
||
|
||
return(0);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Start_Placement -- enters placement mode *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/04/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Start_Placement(void)
|
||
{
|
||
int i;
|
||
|
||
/*------------------------------------------------------------------------
|
||
Initialize addable objects list; we must do this every time in case one
|
||
of the object pools has become exhausted; that object won't be available
|
||
for adding.
|
||
------------------------------------------------------------------------*/
|
||
Clear_List();
|
||
TemplateTypeClass::Prep_For_Add();
|
||
OverlayTypeClass::Prep_For_Add();
|
||
SmudgeTypeClass::Prep_For_Add();
|
||
TerrainTypeClass::Prep_For_Add();
|
||
UnitTypeClass::Prep_For_Add();
|
||
InfantryTypeClass::Prep_For_Add();
|
||
//AircraftTypeClass::Prep_For_Add();
|
||
BuildingTypeClass::Prep_For_Add();
|
||
/*........................................................................
|
||
Compute offset of each class type in the Objects array
|
||
........................................................................*/
|
||
TypeOffset[0] = 0;
|
||
for (i=1; i<NUM_EDIT_CLASSES; i++) {
|
||
TypeOffset[i] = TypeOffset[i-1] + NumType[i-1];
|
||
}
|
||
|
||
/*
|
||
---------------------- Create the placement object -----------------------
|
||
*/
|
||
/*------------------------------------------------------------------------
|
||
Create the placement object:
|
||
- For normal placement mode, use the last-used index into Objects
|
||
(LastChoice), and the last-used house (LastHouse).
|
||
- For base-building mode, force the object to be a building, and use the
|
||
House specified in the Base object
|
||
------------------------------------------------------------------------*/
|
||
if (!BaseBuilding) {
|
||
if (LastChoice >= ObjCount)
|
||
LastChoice = ObjCount - 1;
|
||
PendingObject = Objects[LastChoice];
|
||
PendingHouse = LastHouse;
|
||
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(LastHouse));
|
||
} else {
|
||
if (LastChoice < TypeOffset[7])
|
||
LastChoice = TypeOffset[7];
|
||
if (LastChoice >= ObjCount)
|
||
LastChoice = ObjCount - 1;
|
||
PendingObject = Objects[LastChoice];
|
||
PendingHouse = LastHouse = Base.House;
|
||
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(LastHouse));
|
||
}
|
||
|
||
|
||
/*
|
||
------------------- Error if no more objects available -------------------
|
||
*/
|
||
if (!PendingObjectPtr) {
|
||
CCMessageBox().Process("No more objects of this type available.");
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
PendingObject = NULL;
|
||
if (BaseBuilding)
|
||
Cancel_Base_Building();
|
||
return;
|
||
}
|
||
|
||
/*
|
||
------------------------ Set the placement cursor ------------------------
|
||
*/
|
||
Set_Cursor_Pos();
|
||
Set_Cursor_Shape(PendingObject->Occupy_List());
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Place_Object -- attempts to place the current object *
|
||
* *
|
||
* Placement of "real" objects is simply checked via their Unlimbo routine.*
|
||
* Placement of templates is more complex: *
|
||
* - for every cell in the template's OccupyList, check for objects *
|
||
* already in that cell by looking at the cell's OccupyList & *
|
||
* OverlapList *
|
||
* - "lift" all the objects in the cell by Mark'ing them *
|
||
* - temporarily place the template in that cell *
|
||
* - try to Unlimbo all the objects that were in the cell. If any *
|
||
* objects fail to Unlimbo onto that template, the template cannot *
|
||
* be placed here *
|
||
* *
|
||
* It is assumed that the object being placed is a "new" object; the *
|
||
* object's strength & mission are not set during Unlimbo. *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* 0 = OK, -1 = unable to place *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/04/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
int MapEditClass::Place_Object(void)
|
||
{
|
||
CELL template_cell; // cell being checked for template
|
||
COORDINATE obj_coord; // coord of occupier object
|
||
int okflag; // OK to place a template?
|
||
short const *occupy; // ptr into template's OccupyList
|
||
ObjectClass *occupier; // occupying object
|
||
TemplateType save_ttype; // for saving cell's TType
|
||
unsigned char save_ticon; // for saving cell's TIcon
|
||
BaseNodeClass node; // for adding to an AI Base
|
||
|
||
/*------------------------------------------------------------------------
|
||
Placing a template:
|
||
- first lift up any objects in the cell
|
||
- place the template, and try to replace the objects; if they won't go
|
||
back, the template can't go there
|
||
------------------------------------------------------------------------*/
|
||
//ScenarioInit++;
|
||
if (PendingObject->What_Am_I() == RTTI_TEMPLATETYPE) {
|
||
|
||
/*
|
||
.......... Loop through all cells this template will occupy ...........
|
||
*/
|
||
okflag = true;
|
||
occupy = PendingObject->Occupy_List();
|
||
while ((*occupy) != REFRESH_EOL) {
|
||
|
||
/*
|
||
................. Check this cell for an occupier ..................
|
||
*/
|
||
template_cell = (ZoneCell+ZoneOffset) + (*occupy);
|
||
if ((*this)[template_cell].Cell_Occupier()) {
|
||
occupier = (*this)[template_cell].Cell_Occupier();
|
||
|
||
/*
|
||
.................. Save object's coordinates ....................
|
||
*/
|
||
obj_coord = occupier->Coord;
|
||
|
||
/*
|
||
................... Place the object in limbo ...................
|
||
*/
|
||
occupier->Mark(MARK_UP);
|
||
|
||
/*
|
||
................ Set the cell's template values .................
|
||
*/
|
||
save_ttype = (*this)[template_cell].TType;
|
||
save_ticon = (*this)[template_cell].TIcon;
|
||
(*this)[template_cell].TType =
|
||
((TemplateTypeClass *)PendingObject)->Type;
|
||
(*this)[template_cell].TIcon = Cell_X(*occupy) + Cell_Y(*occupy) *
|
||
((TemplateTypeClass *)PendingObject)->Width;
|
||
(*this)[template_cell].Recalc_Attributes();
|
||
/*
|
||
................ Try to put the object back down ................
|
||
*/
|
||
if (occupier->Can_Enter_Cell(Coord_Cell(obj_coord)) != MOVE_OK) {
|
||
okflag = false;
|
||
}
|
||
|
||
/*
|
||
.............. Put everything back the way it was ...............
|
||
*/
|
||
(*this)[template_cell].TType = save_ttype;
|
||
(*this)[template_cell].TIcon = save_ticon;
|
||
(*this)[template_cell].Recalc_Attributes();
|
||
|
||
/*
|
||
.......... Major error if can't replace the object now ..........
|
||
*/
|
||
occupier->Mark(MARK_DOWN);
|
||
}
|
||
occupy++;
|
||
}
|
||
|
||
/*
|
||
......... If it's still OK after ALL THAT, place the template .........
|
||
*/
|
||
if (okflag) {
|
||
if (PendingObjectPtr->Unlimbo(Cell_Coord(ZoneCell + ZoneOffset))) {
|
||
/*...............................................................
|
||
Loop through all cells occupied by this template, and clear the
|
||
smudge & overlay.
|
||
...............................................................*/
|
||
occupy = PendingObject->Occupy_List();
|
||
while ((*occupy) != REFRESH_EOL) {
|
||
/*
|
||
............... Get cell for this occupy item ................
|
||
*/
|
||
template_cell = (ZoneCell+ZoneOffset) + (*occupy);
|
||
|
||
/*
|
||
................... Clear smudge & overlay ...................
|
||
*/
|
||
(*this)[template_cell].Overlay = OVERLAY_NONE;
|
||
(*this)[template_cell].OverlayData = 0;
|
||
(*this)[template_cell].Smudge = SMUDGE_NONE;
|
||
|
||
/*
|
||
............ make adjacent cells recalc attrib's .............
|
||
*/
|
||
(*this)[template_cell].Recalc_Attributes();
|
||
(*this)[template_cell].Wall_Update();
|
||
(*this)[template_cell].Concrete_Calc();
|
||
|
||
occupy++;
|
||
}
|
||
|
||
/*
|
||
......................... Set flags etc .........................
|
||
*/
|
||
PendingObjectPtr = 0;
|
||
PendingObject = 0;
|
||
PendingHouse = HOUSE_NONE;
|
||
Set_Cursor_Shape(0);
|
||
//ScenarioInit--;
|
||
TotalValue = Overpass();
|
||
Flag_To_Redraw(false);
|
||
return(0);
|
||
}
|
||
|
||
/*
|
||
** Failure to deploy results in a returned failure code.
|
||
*/
|
||
//ScenarioInit--;
|
||
return(-1);
|
||
}
|
||
|
||
/*
|
||
........................ Not OK; return error .........................
|
||
*/
|
||
//ScenarioInit--;
|
||
return(-1);
|
||
}
|
||
|
||
/*------------------------------------------------------------------------
|
||
Placing infantry: Infantry can go into cell sub-positions, so find the
|
||
sub-position closest to the mouse & put him there
|
||
------------------------------------------------------------------------*/
|
||
if (PendingObject->What_Am_I() == RTTI_INFANTRYTYPE) {
|
||
/*
|
||
....................... Find cell sub-position ........................
|
||
*/
|
||
if (Is_Spot_Free(Pixel_To_Coord(Get_Mouse_X(),Get_Mouse_Y()))) {
|
||
obj_coord = Closest_Free_Spot(Pixel_To_Coord(Get_Mouse_X(),
|
||
Get_Mouse_Y()));
|
||
} else {
|
||
obj_coord = NULL;
|
||
}
|
||
|
||
/*
|
||
................ No free spots; don't place the object ................
|
||
*/
|
||
if (obj_coord == NULL) {
|
||
//ScenarioInit--;
|
||
return(-1);
|
||
}
|
||
|
||
/*
|
||
......................... Unlimbo the object ..........................
|
||
*/
|
||
if (PendingObjectPtr->Unlimbo(obj_coord)) {
|
||
((InfantryClass *)PendingObjectPtr)->Set_Occupy_Bit(obj_coord);
|
||
// Map[Coord_Cell(obj_coord)].Flag.Composite |=
|
||
// (1 << CellClass::Spot_Index(obj_coord));
|
||
PendingObjectPtr = 0;
|
||
PendingObject = 0;
|
||
PendingHouse = HOUSE_NONE;
|
||
Set_Cursor_Shape(0);
|
||
//ScenarioInit--;
|
||
return(0);
|
||
}
|
||
|
||
//ScenarioInit--;
|
||
return(-1);
|
||
}
|
||
|
||
/*------------------------------------------------------------------------
|
||
Placing an object
|
||
------------------------------------------------------------------------*/
|
||
if (PendingObjectPtr->Unlimbo(Cell_Coord(ZoneCell + ZoneOffset))) {
|
||
|
||
/*
|
||
** Update the Tiberium computation if we're placing an overlay
|
||
*/
|
||
if (PendingObject->What_Am_I() == RTTI_OVERLAYTYPE &&
|
||
((OverlayTypeClass *)PendingObject)->IsTiberium) {
|
||
|
||
TotalValue = Overpass();
|
||
Flag_To_Redraw(false);
|
||
}
|
||
|
||
/*
|
||
** If we're building a base, add this building to the base's Node list.
|
||
*/
|
||
if (BaseBuilding && PendingObject->What_Am_I() == RTTI_BUILDINGTYPE) {
|
||
node.Type = ((BuildingTypeClass *)PendingObject)->Type;
|
||
node.Coord = PendingObjectPtr->Coord;
|
||
Base.Nodes.Add(node);
|
||
}
|
||
|
||
PendingObjectPtr = 0;
|
||
PendingObject = 0;
|
||
PendingHouse = HOUSE_NONE;
|
||
Set_Cursor_Shape(0);
|
||
//ScenarioInit--;
|
||
return(0);
|
||
}
|
||
|
||
return(-1);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Cancel_Placement -- cancels placement mode *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/04/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Cancel_Placement(void)
|
||
{
|
||
/*
|
||
---------------------- Delete the placement object -----------------------
|
||
*/
|
||
delete PendingObjectPtr;
|
||
PendingObject = 0;
|
||
PendingObjectPtr = 0;
|
||
PendingHouse = HOUSE_NONE;
|
||
|
||
/*
|
||
-------------------------- Restore cursor shape --------------------------
|
||
*/
|
||
Set_Cursor_Shape(0);
|
||
|
||
/*
|
||
----------------- Redraw the map to erase old leftovers ------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Place_Next -- while placing object, goes to next *
|
||
* *
|
||
* - Deletes the current 'PendingObjectPtr' *
|
||
* - Increments LastChoice *
|
||
* - Tries to create a new 'PendingObjectPtr'; if fails, keeps *
|
||
* incrementing until it gets it *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/03/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Place_Next(void)
|
||
{
|
||
delete PendingObjectPtr;
|
||
PendingObjectPtr = NULL;
|
||
PendingObject = NULL;
|
||
|
||
/*
|
||
------------------ Loop until we create a valid object -------------------
|
||
*/
|
||
while (!PendingObjectPtr) {
|
||
/*
|
||
................. Go to next object in Objects list ...................
|
||
*/
|
||
LastChoice++;
|
||
if (LastChoice == ObjCount) {
|
||
/*
|
||
** If we're in normal placement mode, wrap to the 1st object;
|
||
** if we're in base-building mode, wrap to the 1st building
|
||
*/
|
||
if (!BaseBuilding) {
|
||
LastChoice = 0;
|
||
} else {
|
||
LastChoice = TypeOffset[7];
|
||
}
|
||
}
|
||
|
||
/*
|
||
................... Get house for this object type ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,Objects[LastChoice])) {
|
||
/*
|
||
** If we're in normal placement mode, change the current
|
||
** placement house to the one that can own this object.
|
||
** If we're building a base, skip ahead to the next object if the
|
||
** base's house can't own this one.
|
||
*/
|
||
if (!BaseBuilding) {
|
||
LastHouse = Cycle_House(LastHouse,Objects[LastChoice]);
|
||
} else {
|
||
continue;
|
||
}
|
||
}
|
||
|
||
/*
|
||
....................... Create placement object .......................
|
||
*/
|
||
PendingObject = Objects[LastChoice];
|
||
PendingHouse = LastHouse;
|
||
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
|
||
if (!PendingObjectPtr) {
|
||
PendingObject = NULL;
|
||
}
|
||
}
|
||
|
||
/*
|
||
------------------------ Set the new cursor shape ------------------------
|
||
*/
|
||
Set_Cursor_Pos();
|
||
Set_Cursor_Shape(0);
|
||
Set_Cursor_Shape(PendingObject->Occupy_List());
|
||
|
||
/*
|
||
----------------- Redraw the map to erase old leftovers ------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Place_Prev -- while placing object, goes to previous *
|
||
* *
|
||
* - Deletes the current 'PendingObjectPtr' *
|
||
* - Decrements LastChoice *
|
||
* - Tries to create a new 'PendingObjectPtr'; if fails, keeps *
|
||
* decrementing until it gets it *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/03/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Place_Prev(void)
|
||
{
|
||
delete PendingObjectPtr;
|
||
PendingObjectPtr = NULL;
|
||
PendingObject = NULL;
|
||
|
||
/*
|
||
------------------ Loop until we create a valid object -------------------
|
||
*/
|
||
while (!PendingObjectPtr) {
|
||
|
||
/*
|
||
................. Go to prev object in Objects list ..................
|
||
*/
|
||
LastChoice--;
|
||
/*
|
||
** If we're in normal placement mode, wrap at the 1st object.
|
||
** If we're building a base, wrap at the 1st building.
|
||
*/
|
||
if (!BaseBuilding) {
|
||
if (LastChoice < 0)
|
||
LastChoice = ObjCount - 1;
|
||
} else {
|
||
if (LastChoice < TypeOffset[7])
|
||
LastChoice = ObjCount - 1;
|
||
}
|
||
|
||
/*
|
||
................... Get house for this object type ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,Objects[LastChoice])) {
|
||
/*
|
||
** If we're in normal placement mode, change the current
|
||
** placement house to the one that can own this object.
|
||
** If we're building a base, skip ahead to the next object if the
|
||
** base's house can't own this one.
|
||
*/
|
||
if (!BaseBuilding) {
|
||
LastHouse = Cycle_House(LastHouse,Objects[LastChoice]);
|
||
} else {
|
||
continue;
|
||
}
|
||
}
|
||
|
||
/*
|
||
....................... Create placement object .......................
|
||
*/
|
||
PendingObject = Objects[LastChoice];
|
||
PendingHouse = LastHouse;
|
||
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
|
||
if (!PendingObjectPtr) {
|
||
PendingObject = NULL;
|
||
}
|
||
}
|
||
|
||
/*
|
||
------------------------ Set the new cursor shape ------------------------
|
||
*/
|
||
Set_Cursor_Pos();
|
||
Set_Cursor_Shape(0);
|
||
Set_Cursor_Shape(PendingObject->Occupy_List());
|
||
|
||
/*
|
||
----------------- Redraw the map to erase old leftovers ------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Place_Next_Category -- places next category of object *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/03/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Place_Next_Category(void)
|
||
{
|
||
int i;
|
||
|
||
/*
|
||
** Don't allow this command if we're building a base; the only valid
|
||
** category for base-building is buildings.
|
||
*/
|
||
if (BaseBuilding) {
|
||
return;
|
||
}
|
||
|
||
delete PendingObjectPtr;
|
||
PendingObjectPtr = NULL;
|
||
PendingObject = NULL;
|
||
|
||
/*
|
||
------------------ Go to next category in Objects list -------------------
|
||
*/
|
||
i = LastChoice;
|
||
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
|
||
i++;
|
||
if (i == ObjCount) {
|
||
i = 0;
|
||
}
|
||
}
|
||
LastChoice = i;
|
||
|
||
/*
|
||
------------------ Loop until we create a valid object -------------------
|
||
*/
|
||
while (!PendingObjectPtr) {
|
||
|
||
/*
|
||
................... Get house for this object type ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,Objects[LastChoice])) {
|
||
LastHouse = Cycle_House(LastHouse,Objects[LastChoice]);
|
||
}
|
||
|
||
/*
|
||
....................... Create placement object .......................
|
||
*/
|
||
PendingObject = Objects[LastChoice];
|
||
PendingHouse = LastHouse;
|
||
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
|
||
|
||
/*
|
||
.................. If this one failed, try the next ...................
|
||
*/
|
||
if (!PendingObjectPtr) {
|
||
PendingObject = NULL;
|
||
LastChoice++;
|
||
if (LastChoice == ObjCount) {
|
||
LastChoice = 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
------------------------ Set the new cursor shape ------------------------
|
||
*/
|
||
Set_Cursor_Pos();
|
||
Set_Cursor_Shape(0);
|
||
Set_Cursor_Shape(PendingObject->Occupy_List());
|
||
|
||
/*
|
||
----------------- Redraw the map to erase old leftovers ------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Place_Prev_Category -- places previous category of object *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/03/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Place_Prev_Category(void)
|
||
{
|
||
int i;
|
||
|
||
/*
|
||
** Don't allow this command if we're building a base; the only valid
|
||
** category for base-building is buildings.
|
||
*/
|
||
if (BaseBuilding) {
|
||
return;
|
||
}
|
||
|
||
delete PendingObjectPtr;
|
||
PendingObjectPtr = NULL;
|
||
PendingObject = NULL;
|
||
|
||
/*
|
||
------------------ Go to prev category in Objects list -------------------
|
||
*/
|
||
i = LastChoice;
|
||
/*
|
||
..................... Scan for the previous category .....................
|
||
*/
|
||
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
|
||
i--;
|
||
if (i < 0) {
|
||
i = ObjCount - 1;
|
||
}
|
||
}
|
||
/*
|
||
.................... Scan for start of this category .....................
|
||
*/
|
||
LastChoice = i;
|
||
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
|
||
LastChoice = i;
|
||
i--;
|
||
if (i < 0) {
|
||
i = ObjCount - 1;
|
||
}
|
||
}
|
||
|
||
/*
|
||
------------------ Loop until we create a valid object -------------------
|
||
*/
|
||
while (!PendingObjectPtr) {
|
||
/*
|
||
................... Get house for this object type ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,Objects[LastChoice])) {
|
||
LastHouse = Cycle_House(LastHouse,Objects[LastChoice]);
|
||
}
|
||
|
||
/*
|
||
....................... Create placement object .......................
|
||
*/
|
||
PendingObject = Objects[LastChoice];
|
||
PendingHouse = LastHouse;
|
||
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
|
||
|
||
/*
|
||
.................. If this one failed, try the next ...................
|
||
*/
|
||
if (!PendingObjectPtr) {
|
||
PendingObject = NULL;
|
||
LastChoice--;
|
||
if (LastChoice < 0) {
|
||
LastChoice = ObjCount - 1;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
------------------------ Set the new cursor shape ------------------------
|
||
*/
|
||
Set_Cursor_Pos();
|
||
Set_Cursor_Shape(0);
|
||
Set_Cursor_Shape(PendingObject->Occupy_List());
|
||
|
||
/*
|
||
----------------- Redraw the map to erase old leftovers ------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Place_Home -- homes the placement object *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/03/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Place_Home(void)
|
||
{
|
||
delete PendingObjectPtr;
|
||
PendingObjectPtr = NULL;
|
||
PendingObject = NULL;
|
||
|
||
/*
|
||
** Don't allow this command if we're building a base; the only valid
|
||
** category for base-building is buildings.
|
||
*/
|
||
if (BaseBuilding) {
|
||
return;
|
||
}
|
||
|
||
/*
|
||
------------------ Loop until we create a valid object -------------------
|
||
*/
|
||
LastChoice = 0;
|
||
while (!PendingObjectPtr) {
|
||
/*
|
||
................... Get house for this object type ....................
|
||
*/
|
||
if (!Verify_House(LastHouse,Objects[LastChoice])) {
|
||
LastHouse = Cycle_House(LastHouse,Objects[LastChoice]);
|
||
}
|
||
|
||
/*
|
||
....................... Create placement object .......................
|
||
*/
|
||
PendingObject = Objects[LastChoice];
|
||
PendingHouse = LastHouse;
|
||
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
|
||
|
||
/*
|
||
.................. If this one failed, try the next ...................
|
||
*/
|
||
if (!PendingObjectPtr) {
|
||
PendingObject = NULL;
|
||
LastChoice++;
|
||
if (LastChoice == ObjCount) {
|
||
LastChoice = 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
------------------------ Set the new cursor shape ------------------------
|
||
*/
|
||
Set_Cursor_Pos();
|
||
Set_Cursor_Shape(0);
|
||
Set_Cursor_Shape(PendingObject->Occupy_List());
|
||
|
||
/*
|
||
----------------- Redraw the map to erase old leftovers ------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Toggle_House -- toggles current placement object's house *
|
||
* *
|
||
* INPUT: *
|
||
* *
|
||
* OUTPUT: *
|
||
* *
|
||
* WARNINGS: *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/04/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Toggle_House(void)
|
||
{
|
||
TechnoClass *tp;
|
||
|
||
/*
|
||
** Don't allow this command if we're building a base; the only valid
|
||
** house for base-building is the one assigned to the base.
|
||
*/
|
||
if (BaseBuilding) {
|
||
return;
|
||
}
|
||
|
||
/*------------------------------------------------------------------------
|
||
Only techno objects can be owned by a house; return if not a techno
|
||
------------------------------------------------------------------------*/
|
||
if (!PendingObjectPtr->Is_Techno()) {
|
||
return;
|
||
}
|
||
|
||
/*------------------------------------------------------------------------
|
||
Select the house that will own this object
|
||
------------------------------------------------------------------------*/
|
||
LastHouse = Cycle_House(PendingObjectPtr->Owner(), PendingObject);
|
||
|
||
/*------------------------------------------------------------------------
|
||
Change the house
|
||
------------------------------------------------------------------------*/
|
||
tp = (TechnoClass *)PendingObjectPtr;
|
||
tp->House = HouseClass::As_Pointer(LastHouse);
|
||
|
||
/*------------------------------------------------------------------------
|
||
Set house variables to new house
|
||
------------------------------------------------------------------------*/
|
||
PendingHouse = LastHouse;
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Set_House_Buttons -- toggles house buttons for btn list *
|
||
* *
|
||
* Looks in the given button list for the given GDI, NOD & Neutral button *
|
||
* id's. Sets the On/Off state of the buttons based on the given house, *
|
||
* only if that button is found in the list. *
|
||
* *
|
||
* INPUT: *
|
||
* house house to set buttons to *
|
||
* btnlist ptr to button list to search *
|
||
* base_id button ID for GDI; assumes other id's are sequential*
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/23/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Set_House_Buttons(HousesType house, GadgetClass *btnlist, int base_id)
|
||
{
|
||
HousesType h;
|
||
int id;
|
||
TextButtonClass *btn;
|
||
|
||
/*
|
||
** Loop through all houses, searching the button list for each one.
|
||
*/
|
||
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
|
||
|
||
/*
|
||
** Compute the desired button ID; get a pointer to the button
|
||
*/
|
||
id = (int)h + base_id;
|
||
btn = (TextButtonClass *)btnlist->Extract_Gadget(id);
|
||
if (btn) {
|
||
|
||
/*
|
||
** If this house value is the desired one, turn the button on;
|
||
** otherwise, turn it off.
|
||
*/
|
||
if (h == house) {
|
||
btn->Turn_On();
|
||
} else {
|
||
btn->Turn_Off();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Start_Trigger_Placement -- enters trigger placement mode *
|
||
* *
|
||
* INPUT: *
|
||
* *
|
||
* OUTPUT: *
|
||
* *
|
||
* WARNINGS: *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/01/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Start_Trigger_Placement(void)
|
||
{
|
||
Set_Default_Mouse(MOUSE_CAN_MOVE);
|
||
Override_Mouse_Shape(MOUSE_CAN_MOVE);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Stop_Trigger_Placement -- exits trigger placement mode *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/01/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Stop_Trigger_Placement(void)
|
||
{
|
||
CurTrigger = NULL;
|
||
Set_Default_Mouse(MOUSE_NORMAL);
|
||
Override_Mouse_Shape(MOUSE_NORMAL);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Place_Trigger -- assigns trigger to object or cell *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/01/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Place_Trigger(void)
|
||
{
|
||
ObjectClass * object=NULL; // Generic object clicked on.
|
||
int x,y;
|
||
CELL cell; // Cell that was selected.
|
||
|
||
/*
|
||
-------------------- See if an object was clicked on ---------------------
|
||
*/
|
||
x = _Kbd->MouseQX;
|
||
y = _Kbd->MouseQY;
|
||
|
||
/*
|
||
............................ Get cell for x,y ............................
|
||
*/
|
||
cell = Click_Cell_Calc(x, y);
|
||
|
||
/*
|
||
............... Convert x,y to offset from cell upper-left ...............
|
||
*/
|
||
x = (x-TacPixelX) % ICON_PIXEL_W;
|
||
y = (y-TacPixelY) % ICON_PIXEL_H;
|
||
|
||
/*
|
||
......................... Get object at that x,y .........................
|
||
*/
|
||
object = Cell_Object(cell, x, y);
|
||
|
||
/*
|
||
---------------------- Assign trigger to an object -----------------------
|
||
*/
|
||
if (object && TriggerClass::Event_Need_Object(CurTrigger->Event)) {
|
||
object->Trigger = CurTrigger;
|
||
} else {
|
||
|
||
/*
|
||
------------------------ Assign trigger to a cell ------------------------
|
||
*/
|
||
if (CurTrigger->Event <= EVENT_OBJECTFIRST) {
|
||
Map[cell].IsTrigger = 1;
|
||
CellTriggers[cell] = CurTrigger;
|
||
}
|
||
}
|
||
|
||
/*
|
||
-------------------------- Force map to redraw ---------------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Start_Base_Building -- starts base-building mode *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/01/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Start_Base_Building(void)
|
||
{
|
||
/*
|
||
** Fully build the base so the user can edit it
|
||
*/
|
||
Build_Base_To(100);
|
||
|
||
/*
|
||
** Start placement mode
|
||
*/
|
||
BaseBuilding = 1;
|
||
Start_Placement();
|
||
|
||
/*
|
||
** Force map to redraw
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Cancel_Base_Building -- stops base-building mode *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/01/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Cancel_Base_Building(void)
|
||
{
|
||
/*
|
||
** Build the base to the proper amount
|
||
*/
|
||
Build_Base_To(BasePercent);
|
||
|
||
/*
|
||
** Cancel placement mode
|
||
*/
|
||
Cancel_Placement();
|
||
BaseBuilding = 0;
|
||
|
||
/*
|
||
** Force map to redraw
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Build_Base_To -- builds the AI base to the given percent *
|
||
* *
|
||
* INPUT: *
|
||
* percent percentage to build base to *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/01/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Build_Base_To(int percent)
|
||
{
|
||
int i;
|
||
int num_buildings;
|
||
BuildingTypeClass const *objtype;
|
||
BuildingClass *obj;
|
||
|
||
//ScenarioInit++;
|
||
|
||
/*
|
||
** Completely dismantle the base, so we start at a known point
|
||
*/
|
||
for (i = 0; i < Base.Nodes.Count(); i++) {
|
||
if (Base.Is_Built(i)) {
|
||
obj = Base.Get_Building(i);
|
||
delete obj;
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Compute number of buildings to build
|
||
*/
|
||
num_buildings = (Base.Nodes.Count() * percent) / 100;
|
||
|
||
/*
|
||
** Build the base to the desired amount
|
||
*/
|
||
for (i = 0; i < num_buildings; i++) {
|
||
/*
|
||
** Get a ptr to the type of building to build, create one, and unlimbo it.
|
||
*/
|
||
objtype = &BuildingTypeClass::As_Reference(Base.Nodes[i].Type);
|
||
obj = (BuildingClass *)objtype->Create_One_Of(HouseClass::As_Pointer(Base.House));
|
||
/*
|
||
** If unlimbo fails, error out
|
||
*/
|
||
if (!obj->Unlimbo(Base.Nodes[i].Coord)) {
|
||
delete obj;
|
||
CCMessageBox().Process("Unable to build base!");
|
||
return;
|
||
}
|
||
}
|
||
|
||
//ScenarioInit--;
|
||
}
|
||
|
||
|
||
#endif
|