CnC_Remastered_Collection/REDALERT/MAPEDDLG.CPP
PG-SteveT 03416d24e1 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.
2020-05-27 12:16:20 -07:00

2706 lines
82 KiB
C++
Raw Permalink Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /CounterStrike/MAPEDDLG.CPP 1 3/03/97 10:25a Joe_bostic $ */
/***************************************************************************
** 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 **
***************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : MAPEDDLG.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : November 18, 1994 *
* *
* Last Update : September 4, 1996 [JLB] *
* *
*-------------------------------------------------------------------------*
* Map Editor dialogs & main menu options *
*-------------------------------------------------------------------------*
* Functions: *
* MapEditClass::Handle_Triggers -- processes the trigger dialogs *
* MapEditClass::Load_Scenario -- loads a scenario INI file *
* MapEditClass::New_Scenario -- creates a new scenario *
* MapEditClass::Pick_Scenario -- dialog for choosing scenario *
* MapEditClass::Save_Scenario -- saves current scenario to an INI file *
* MapEditClass::Scenario_Dialog -- scenario global parameters dialog *
* MapEditClass::Select_Trigger -- lets user select a trigger *
* MapEditClass::Size_Map -- lets user set size & location of map *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#ifdef SCENARIO_EDITOR
/***************************************************************************
* MapEditClass::New_Scenario -- creates a new scenario *
* *
* - Prompts user for scenario data (house, scenario #); sets globals *
* PlayerPtr (for house) & Scenario (for scenario #) *
* - Prompts user for map size *
* - Initializes the scenario by calling Clear_Scenario(), which calls *
* everybody's Init() routine *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = new scenario created, -1 = not *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::New_Scenario(void)
{
int scen_num;
ScenarioPlayerType player;
ScenarioDirType dir;
ScenarioVarType var;
Disect_Scenario_Name(Scen.ScenarioName, scen_num, player, dir, var);
int rc;
HousesType house;
/*
** Force the house save value to match the player house.
*/
if (PlayerPtr) {
switch (PlayerPtr->Class->House) {
case HOUSE_SPAIN:
player = SCEN_PLAYER_SPAIN;
break;
case HOUSE_GREECE:
player = SCEN_PLAYER_GREECE;
break;
default:
case HOUSE_USSR:
player = SCEN_PLAYER_USSR;
break;
}
}
/*
** Prompt for scenario info
*/
rc = Pick_Scenario("New Scenario", scen_num, player, dir, var);
if (rc != 0) {
return(-1);
}
ScenarioInit++;
/*
** Blow away everything
*/
Clear_Scenario();
/*
** Set parameters
*/
// Scen.Scenario = scen_num;
// Scen.ScenPlayer = player;
// Scen.ScenDir = dir;
// Scen.ScenVar = var;
Scen.Set_Scenario_Name(scen_num, player, dir, var);
/*
** Create houses
*/
for (house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
new HouseClass(house);
}
switch (player) {
case SCEN_PLAYER_MPLAYER:
PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI1);
PlayerPtr->IsHuman = true;
LastHouse = HOUSE_MULTI1;
break;
case SCEN_PLAYER_USSR:
PlayerPtr = HouseClass::As_Pointer(HOUSE_USSR);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_SPAIN;
LastHouse = HOUSE_GOOD;
break;
case SCEN_PLAYER_SPAIN:
PlayerPtr = HouseClass::As_Pointer(HOUSE_SPAIN);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_USSR;
LastHouse = HOUSE_GOOD;
break;
case SCEN_PLAYER_GREECE:
PlayerPtr = HouseClass::As_Pointer(HOUSE_GREECE);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_USSR;
LastHouse = HOUSE_GOOD;
break;
}
/*
** Init the entire map
*/
// Init_Clear();
Fill_In_Data();
/*
** Prompt for map size
*/
Size_Map(-1, -1, 30, 30);
/*
** Set the Home & Reinforcement Cells to the center of the map
*/
Scen.Waypoint[WAYPT_REINF] = XY_Cell(MapCellX + MapCellWidth / 2, MapCellY + MapCellHeight / 2);
Scen.Waypoint[WAYPT_HOME] = XY_Cell(MapCellX + MapCellWidth / 2, MapCellY + MapCellHeight / 2);
(*this)[TacticalCoord].IsWaypoint = 1;
Flag_Cell(Coord_Cell(TacticalCoord));
Set_Tactical_Position(Cell_Coord(Scen.Waypoint[WAYPT_HOME] - (MAP_CELL_W * 4 * RESFACTOR) - (5 * RESFACTOR)));
ScenarioInit--;
return(0);
}
/***************************************************************************
* MapEditClass::Load_Scenario -- loads a scenario INI file *
* *
* - Prompts user for scenario data (house, scenario #); sets globals *
* PlayerPtr (for house) & Scenario (for scenario #) *
* - Loads the INI file for that scenario *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Load_Scenario(void)
{
int scen_num;
ScenarioPlayerType player;
ScenarioDirType dir;
ScenarioVarType var;
Disect_Scenario_Name(Scen.ScenarioName, scen_num, player, dir, var);
int rc;
NodeNameType * who; // node to add to Players
/*
** Prompt for scenario info
*/
rc = Pick_Scenario("Load Scenario", scen_num, player, dir, var);
if (rc != 0) {
return(-1);
}
/*
** Set parameters
*/
// Scen.Scenario = scen_num;
// Scen.ScenPlayer = player;
// Scen.ScenDir = dir;
// Scen.ScenVar = var;
Scen.Set_Scenario_Name(scen_num, player, dir, var);
/*
** Read_Scenario_Ini() must be able to set PlayerPtr to the right house:
** - Reading the INI will create the house objects
** - PlayerPtr must be set before any Techno objects are created
** - For GDI or NOD scenarios, PlayerPtr is set by reading the INI;
** but for multiplayer, it's set via the Players vector; so, here we have
** to set various multiplayer variables to fool the Assign_Houses() routine
** into working properly.
*/
if (player == SCEN_PLAYER_MPLAYER) {
Clear_Vector(&Session.Players);
who = new NodeNameType;
strcpy(who->Name, Session.Handle);
who->Player.House = Session.House;
who->Player.Color = Session.ColorIdx;
Session.Players.Add (who);
Session.NumPlayers = 1;
LastHouse = HOUSE_MULTI1;
} else {
#ifdef NEVER
if (ScenPlayer==SCEN_PLAYER_JP) {
PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI4);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_MULTI4;
} else {
#endif
LastHouse = HOUSE_GOOD;
}
/*
** Blow away everything
*/
Clear_Scenario();
/*
** Read the INI
*/
if (Read_Scenario_INI(Scen.ScenarioName) == 0) {
if(Scen.Scenario < 20 && Scen.ScenarioName[2] == 'G'){
WWMessageBox().Process("Please insert Red Alert CD1");
}else if(Scen.Scenario < 20 && Scen.ScenarioName[2] == 'U')
WWMessageBox().Process("Please insert Red Alert CD2");
else
WWMessageBox().Process("Unable to read scenario!");
HidPage.Clear();
Flag_To_Redraw(true);
Render();
} else {
Fill_In_Data();
GamePalette.Set();
// Set_Palette(GamePalette);
}
return(0);
}
/***************************************************************************
* MapEditClass::Save_Scenario -- saves current scenario to an INI file *
* *
* - Prompts user for scenario data (house, scenario #); sets globals *
* PlayerPtr (for house) & Scenario (for scenario #) *
* - Saves the INI file for this scenario *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, -1 = error/cancel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Save_Scenario(void)
{
int scen_num;
ScenarioPlayerType player;
ScenarioDirType dir;
ScenarioVarType var;
Disect_Scenario_Name(Scen.ScenarioName, scen_num, player, dir, var);
int rc;
// FILE * fp;
// char fname[13];
/*
** Prompt for scenario info
*/
rc = Pick_Scenario("Save Scenario", scen_num, player, dir, var);
if (rc != 0) {
return(-1);
}
/*
** Warning if scenario already exists
*/
// Scen.Set_Scenario_Name(scen_num, player, dir, var);
// fp = fopen(fname, "rb");
// if (fp) {
// fclose(fp);
// rc = WWMessageBox().Process("File exists. Replace?", TXT_YES, TXT_NO);
// HidPage.Clear();
// Flag_To_Redraw(true);
// Render();
// if (rc==1) {
// return(-1);
// }
// }
/*
** Set parameters
*/
// Scen.Scenario = scen_num;
// Scen.ScenPlayer = player;
// Scen.ScenDir = dir;
// Scen.ScenVar = var;
Scen.Set_Scenario_Name(scen_num, player, dir, var);
/*
** Player may have changed from GDI to NOD, so change playerptr accordingly
*/
switch (player) {
case SCEN_PLAYER_USSR:
PlayerPtr = HouseClass::As_Pointer(HOUSE_USSR);
PlayerPtr->IsHuman = true;
// Base.House = HOUSE_SPAIN;
LastHouse = HOUSE_GOOD;
break;
case SCEN_PLAYER_SPAIN:
PlayerPtr = HouseClass::As_Pointer(HOUSE_SPAIN);
PlayerPtr->IsHuman = true;
// Base.House = HOUSE_USSR;
LastHouse = HOUSE_GOOD;
break;
case SCEN_PLAYER_GREECE:
PlayerPtr = HouseClass::As_Pointer(HOUSE_GREECE);
PlayerPtr->IsHuman = true;
// Base.House = HOUSE_USSR;
LastHouse = HOUSE_GOOD;
break;
}
/*
** Write the INI
*/
Write_Scenario_INI(Scen.ScenarioName);
return(0);
}
/***************************************************************************
* MapEditClass::Pick_Scenario -- dialog for choosing scenario *
* *
* Prompts user for: *
* - House (GDI, NOD) *
* - Scenario # *
* *
* <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>Ŀ *
* <20> Caption <20> *
* <20> <20> *
* <20> Scenario ___ <20> *
* <20> Version ___ <20> *
* <20> <20> *
* <20> [East] [West] <20> *
* <20> <20> *
* <20> [ GDI ] <20> *
* <20> [ NOD ] <20> *
* <20> [Multi-Player] <20> *
* <20> <20> *
* <20> [OK] [Cancel] <20> *
* <20> <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><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* caption string to use as a title *
* scen_nump output: ptr to scenario # *
* playerp output: ptr to player type *
* dirp output: ptr to direction *
* varp output: ptr to variation *
* multi 1 = allow to change single/multiplayer; 0 = not *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
* 09/04/1996 JLB : Simplified *
*=========================================================================*/
int MapEditClass::Pick_Scenario(char const * caption, int & scen_nump, ScenarioPlayerType & playerp, ScenarioDirType & dirp, ScenarioVarType & varp)
{
/*
** Dialog & button dimensions
*/
enum {
D_DIALOG_W = 200, // dialog width
D_DIALOG_H = 164, // dialog height
D_DIALOG_X = ((320 - D_DIALOG_W) / 2), // centered x-coord
D_DIALOG_Y = ((200 - D_DIALOG_H) / 2), // centered y-coord
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2), // coord of x-center
D_TXT8_H = 11, // ht of 8-pt text
D_MARGIN = 7, // margin width/height
D_SCEN_W = 45, // Scenario # width
D_SCEN_H = 9, // Scenario # height
D_SCEN_X = D_DIALOG_CX + 5, // Scenario # x
D_SCEN_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN, // Scenario # y
D_VARA_W = 13, // Version A width
D_VARA_H = 9, // Version A height
D_VARA_X = D_DIALOG_CX - (D_VARA_W * 5) / 2, // Version A x
D_VARA_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version A y
D_VARB_W = 13, // Version B width
D_VARB_H = 9, // Version B height
D_VARB_X = D_VARA_X + D_VARA_W, // Version B x
D_VARB_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version B y
D_VARC_W = 13, // Version C width
D_VARC_H = 9, // Version C height
D_VARC_X = D_VARB_X + D_VARB_W, // Version C x
D_VARC_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version C y
D_VARD_W = 13, // Version D width
D_VARD_H = 9, // Version D height
D_VARD_X = D_VARC_X + D_VARC_W, // Version D x
D_VARD_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version D y
D_VARLOSE_W = 13, // Version Lose width
D_VARLOSE_H = 9, // Version Lose height
D_VARLOSE_X = D_VARD_X + D_VARD_W, // Version Lose x
D_VARLOSE_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version Lose y
D_EAST_W = 50, // EAST width
D_EAST_H = 9, // EAST height
D_EAST_X = D_DIALOG_CX - D_EAST_W - 5, // EAST x
D_EAST_Y = D_VARLOSE_Y + D_VARLOSE_H + D_MARGIN,// EAST y
D_WEST_W = 50, // WEST width
D_WEST_H = 9, // WEST height
D_WEST_X = D_DIALOG_CX + 5, // WEST x
D_WEST_Y = D_VARLOSE_Y + D_VARLOSE_H + D_MARGIN,// EAST y
D_GDI_W = 90, // GDI width
D_GDI_H = 9, // GDI height
D_GDI_X = D_DIALOG_CX - (D_GDI_W / 2), // GDI x
D_GDI_Y = D_EAST_Y + D_EAST_H + D_MARGIN, // GDI y
D_NOD_W = 90, // NOD width
D_NOD_H = 9, // NOD height
D_NOD_X = D_DIALOG_CX - (D_NOD_W / 2), // NOD x
D_NOD_Y = D_GDI_Y + D_GDI_H, // NOD y
D_NEU_W = 90, // Neutral width
D_NEU_H = 9, // Neutral height
D_NEU_X = D_DIALOG_CX - (D_NOD_W / 2), // Neutral x
D_NEU_Y = D_NOD_Y + D_NOD_H, // Neutral y
D_MPLAYER_W = 90, // Multi-Player width
D_MPLAYER_H = 9, // Multi-Player height
D_MPLAYER_X = D_DIALOG_CX - (D_MPLAYER_W / 2), // Multi-Player x
D_MPLAYER_Y = D_NEU_Y + D_NEU_H, // Multi-Player y
D_OK_W = 45, // OK width
D_OK_H = 9, // OK height
D_OK_X = D_DIALOG_CX - D_OK_W - 5, // OK x
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - (D_MARGIN+15), // OK y
D_CANCEL_W = 45, // Cancel width
D_CANCEL_H = 9, // Cancel height
D_CANCEL_X = D_DIALOG_CX + 5, // Cancel x
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - (D_MARGIN+15), // Cancel y
};
/*
** Button enumerations
*/
enum {
BUTTON_GDI=100,
BUTTON_NOD,
BUTTON_NEUTRAL,
BUTTON_MPLAYER,
BUTTON_EAST,
BUTTON_WEST,
BUTTON_OK,
BUTTON_CANCEL,
BUTTON_SCENARIO,
BUTTON_VAR_A,
BUTTON_VAR_B,
BUTTON_VAR_C,
BUTTON_VAR_D,
};
/*
** Dialog variables
*/
bool cancel = false; // true = user cancels
/*
** Other Variables
*/
char scen_buf[10]={0}; // buffer for editing scenario #
/*
** Buttons
*/
ControlClass * commands = NULL; // the button list
#ifdef FIXIT_CSII // checked - ajw 9/28/98
EditClass editbtn (BUTTON_SCENARIO, scen_buf, 5, TPF_EFNT|TPF_NOSHADOW, D_SCEN_X, D_SCEN_Y, D_SCEN_W, D_SCEN_H, EditClass::ALPHANUMERIC);
#else
EditClass editbtn (BUTTON_SCENARIO, scen_buf, 5, TPF_EFNT|TPF_NOSHADOW, D_SCEN_X, D_SCEN_Y, D_SCEN_W, D_SCEN_H, EditClass::NUMERIC);
#endif
TextButtonClass varabtn(BUTTON_VAR_A, "A", TPF_EBUTTON, D_VARA_X, D_VARA_Y, D_VARA_W, D_VARA_H);
TextButtonClass varbbtn(BUTTON_VAR_B, "B", TPF_EBUTTON, D_VARB_X, D_VARB_Y, D_VARB_W, D_VARB_H);
TextButtonClass varcbtn(BUTTON_VAR_C, "C", TPF_EBUTTON, D_VARC_X, D_VARC_Y, D_VARC_W, D_VARC_H);
TextButtonClass vardbtn(BUTTON_VAR_D, "D", TPF_EBUTTON, D_VARD_X, D_VARD_Y, D_VARD_W, D_VARD_H);
TextButtonClass gdibtn(BUTTON_GDI, "North (Spain)", TPF_EBUTTON, D_GDI_X, D_GDI_Y, D_GDI_W, D_GDI_H);
TextButtonClass nodbtn(BUTTON_NOD, "South (Greece)", TPF_EBUTTON, D_NOD_X, D_NOD_Y, D_NOD_W, D_NOD_H);
TextButtonClass neubtn(BUTTON_NEUTRAL, HouseTypeClass::As_Reference(HOUSE_USSR).IniName, TPF_EBUTTON, D_NEU_X, D_NEU_Y, D_NEU_W, D_NEU_H);
TextButtonClass playermbtn(BUTTON_MPLAYER, "Multiplayer", TPF_EBUTTON, D_MPLAYER_X, D_MPLAYER_Y, D_MPLAYER_W, D_MPLAYER_H);
TextButtonClass eastbtn(BUTTON_EAST, "East", TPF_EBUTTON, D_EAST_X, D_EAST_Y, D_EAST_W, D_EAST_H);
TextButtonClass westbtn(BUTTON_WEST, "West", TPF_EBUTTON, D_WEST_X, D_WEST_Y, D_WEST_W, D_WEST_H);
TextButtonClass okbtn(BUTTON_OK, TXT_OK, TPF_EBUTTON, D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn(BUTTON_CANCEL, TXT_CANCEL, TPF_EBUTTON, D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
/*
** Initialize
*/
Set_Logic_Page(SeenBuff);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (scen_nump < 100) {
sprintf(scen_buf, "%d", scen_nump); // init edit buffer
} else {
char first = scen_nump / 36;
char second = scen_nump % 36;
scen_buf[0] = first + 'A';
//Mono_Printf("picking map, scen# = %d, first = %c, second = %d (numeric)\n",scen_nump, scen_buf[0],second);Keyboard->Get();Keyboard->Get();
if (second < 10) {
scen_buf[1] = second + '0';
} else {
scen_buf[1] = (second-10) + 'A';
}
scen_buf[2] = 0;
}
#else
sprintf(scen_buf, "%d", scen_nump); // init edit buffer
#endif
editbtn.Set_Text(scen_buf, 5);
varabtn.Turn_Off();
varbbtn.Turn_Off();
varcbtn.Turn_Off();
vardbtn.Turn_Off();
switch (varp) {
case SCEN_VAR_A:
varabtn.Turn_On();
break;
case SCEN_VAR_B:
varbbtn.Turn_On();
break;
case SCEN_VAR_C:
varcbtn.Turn_On();
break;
case SCEN_VAR_D:
vardbtn.Turn_On();
break;
}
/*
** Create the button list
*/
commands = &editbtn;
varabtn.Add_Tail(*commands);
varbbtn.Add_Tail(*commands);
varcbtn.Add_Tail(*commands);
vardbtn.Add_Tail(*commands);
gdibtn.Add_Tail(*commands);
nodbtn.Add_Tail(*commands);
neubtn.Add_Tail(*commands);
playermbtn.Add_Tail(*commands);
eastbtn.Add_Tail(*commands);
westbtn.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
cancelbtn.Add_Tail(*commands);
/*
** Init the button states
*/
gdibtn.Turn_Off();
nodbtn.Turn_Off();
neubtn.Turn_Off();
playermbtn.Turn_Off();
if (playerp == SCEN_PLAYER_MPLAYER) {
playermbtn.Turn_On();
} else {
if (PlayerPtr) {
switch (PlayerPtr->Class->House) {
case HOUSE_SPAIN:
gdibtn.Turn_On();
break;
case HOUSE_GREECE:
nodbtn.Turn_On();
break;
case HOUSE_USSR:
neubtn.Turn_On();
break;
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
} else {
switch (Scen.ScenarioName[2]) {
case 'G':
gdibtn.Turn_On();
break;
case 'U':
nodbtn.Turn_On();
break;
case 'M':
playermbtn.Turn_On();
break;
}
#endif
}
}
eastbtn.Turn_Off();
westbtn.Turn_Off();
if (dirp == SCEN_DIR_EAST) {
eastbtn.Turn_On();
} else {
westbtn.Turn_On();
}
/*
** Main Processing Loop
*/
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback
*/
Call_Back();
/*
** Refresh display if needed
*/
if (display) {
Hide_Mouse();
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(caption, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
Fancy_Text_Print("Scenario", D_DIALOG_CX - 5, D_SCEN_Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_RIGHT | TPF_EFNT | TPF_NOSHADOW);
commands->Draw_All();
Show_Mouse();
display = false;
}
/*
** Get user input
*/
KeyNumType input = commands->Input();
/*
** Process input
*/
switch (input) {
/*
** Handle a click on one of the scenario variation group buttons.
*/
case (BUTTON_VAR_A | KN_BUTTON):
case (BUTTON_VAR_B | KN_BUTTON):
case (BUTTON_VAR_C | KN_BUTTON):
case (BUTTON_VAR_D | KN_BUTTON):
varabtn.Turn_Off();
varbbtn.Turn_Off();
varcbtn.Turn_Off();
vardbtn.Turn_Off();
switch (input) {
case (BUTTON_VAR_A | KN_BUTTON):
varp = SCEN_VAR_A;
varabtn.Turn_On();
break;
case (BUTTON_VAR_B | KN_BUTTON):
varp = SCEN_VAR_B;
varbbtn.Turn_On();
break;
case (BUTTON_VAR_C | KN_BUTTON):
varp = SCEN_VAR_C;
varcbtn.Turn_On();
break;
case (BUTTON_VAR_D | KN_BUTTON):
varp = SCEN_VAR_D;
vardbtn.Turn_On();
break;
}
break;
/*
** Handle a click on the east/west variation group.
*/
case (BUTTON_EAST | KN_BUTTON):
case (BUTTON_WEST | KN_BUTTON):
westbtn.Turn_Off();
eastbtn.Turn_Off();
switch (input) {
case (BUTTON_EAST | KN_BUTTON):
dirp = SCEN_DIR_EAST;
eastbtn.Turn_On();
break;
case (BUTTON_WEST | KN_BUTTON):
dirp = SCEN_DIR_WEST;
westbtn.Turn_On();
break;
}
break;
/*
** Handle a click on one of the player category
** group buttons.
*/
case (BUTTON_GDI | KN_BUTTON):
case (BUTTON_NOD | KN_BUTTON):
case (BUTTON_NEUTRAL | KN_BUTTON):
case (BUTTON_MPLAYER | KN_BUTTON):
gdibtn.Turn_Off();
nodbtn.Turn_Off();
neubtn.Turn_Off();
playermbtn.Turn_Off();
switch (input) {
case (BUTTON_GDI | KN_BUTTON):
playerp = SCEN_PLAYER_SPAIN;
gdibtn.Turn_On();
break;
case (BUTTON_NOD | KN_BUTTON):
playerp = SCEN_PLAYER_GREECE;
nodbtn.Turn_On();
break;
case (BUTTON_NEUTRAL | KN_BUTTON):
playerp = SCEN_PLAYER_USSR;
neubtn.Turn_On();
break;
case (BUTTON_MPLAYER | KN_BUTTON):
playerp = SCEN_PLAYER_MPLAYER;
playermbtn.Turn_On();
break;
}
break;
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
cancel = false;
process = false;
break;
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
case (BUTTON_SCENARIO | KN_BUTTON):
break;
default:
break;
}
}
/*
** Redraw the display
*/
HidPage.Clear();
Flag_To_Redraw(true);
Render();
/*
** If cancel, just return
*/
if (cancel) {
return(-1);
}
/*
** Save selections & return
*/
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (scen_buf[0] <= '9' && scen_buf[1] <= '9') {
scen_nump = atoi(scen_buf);
} else {
char first = scen_buf[0];
char second = scen_buf[1];
if (first <= '9') {
first -= '0';
} else {
if (first >= 'a' && first <= 'z') {
first -= 'a';
} else {
first -= 'A';
}
}
if (second <= '9') {
second -= '0';
} else {
if (second >= 'a' && second <= 'z') {
second = (second - 'a') + 10;
} else {
second = (second - 'A') + 10;
}
}
scen_nump = (first * 36) + second;
//Mono_Printf("Converted to: %d, %d = %d\n",first, second, scen_nump);Keyboard->Get();Keyboard->Get();
}
#else
scen_nump = atoi(scen_buf);
#endif
return(0);
}
/***************************************************************************
* MapEditClass::Size_Map -- lets user set size & location of map *
* *
* Lets the user select a side of the map and expand/shrink it to the *
* desired size, or move the whole map around the available map area. *
* *
* The entire available map area is displayed, but the map is limited such *
* that there's always one blank cell around the map; this lets objects *
* properly exit the screen, since they have a blank undisplayed cell to *
* exit onto. *
* *
* <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><EFBFBD>Ŀ *
* <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ Clear Terrain <20> *
* <20> <20> <20> Water <20> *
* <20> <20> <20> Tiberium <20> *
* <20> <20> <20> Rock/Wall/Road <20> *
* <20> <20> (Map Area) <20> GDI Unit <20> *
* <20> <20> <20> NOD Unit <20> *
* <20> <20> <20> Neutral Unit <20> *
* <20> <20> <20> Terrain Object <20> *
* <20> <20> <20> Starting Cell <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> <20> *
* <20> X Y Width Height <20> *
* <20> ## ## ## ## <20> *
* <20> <20> *
* <20> <20> *
* <20> [OK] [Cancel] <20> *
* <20> <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* x,y,w,h: initial size parameters (-1 = center the thing) *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Size_Map(int x, int y, int w, int h)
{
/*
** Dialog & button dimensions
*/
enum {
D_DIALOG_W = 350, // dialog width
D_DIALOG_H = 225, // dialog height
D_DIALOG_X = 0, // centered x-coord
D_DIALOG_Y = 0, // centered y-coord
// D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2), // coord of x-center
D_TXT8_H = 11, // ht of 8-pt text
D_MARGIN = 7, // margin width/height
D_BORD_X1 = D_DIALOG_X + 45,
// D_BORD_X1 = D_DIALOG_X + (D_DIALOG_W / 2 - MAP_CELL_W) / 2,
D_BORD_Y1 = D_DIALOG_Y + 25,
D_BORD_X2 = D_BORD_X1 + MAP_CELL_W + 1,
D_BORD_Y2 = D_BORD_Y1 + MAP_CELL_H + 1,
D_OK_W = 45, // OK width
D_OK_H = 9, // OK height
D_OK_X = D_DIALOG_X + 45, // OK x
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - (D_MARGIN + 10), // OK y
D_CANCEL_W = 45, // Cancel width
D_CANCEL_H = 9, // Cancel height
D_CANCEL_X = D_DIALOG_X + D_DIALOG_W - (35 + D_CANCEL_W), // Cancel x
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - (D_MARGIN + 10), // Cancel y
};
/*
** Button enumerations:
*/
enum {
BUTTON_OK=100,
BUTTON_CANCEL,
};
/*
** Redraw values: in order from "top" to "bottom" layer of the dialog
*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_MAP, // includes map interior & coord values
REDRAW_BACKGROUND, // includes box, map board, key, coord labels, btns
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*
** Dialog variables:
*/
RedrawType display; // requested redraw level
bool cancel = false; // true = user cancels
KeyNumType input; // user input
int grabbed = 0; // 1=TLeft,2=TRight,3=BRight,4=BLeft
int map_x1; // map coords x1, pixel coords
int map_x2; // map coords x2, pixel coords
int map_y1; // map coords y1, pixel coords
int map_y2; // map coords y2, pixel coords
int delta1, delta2; // mouse-click proximity
int mx,my; // last-saved mouse coords
// char txt[40];
int txt_x,txt_y; // for displaying text
// unsigned index; // for drawing map symbology
CELL cell; // for drawing map symbology
int color; // for drawing map symbology
ObjectClass * occupier; // cell's occupier
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
/*
** Buttons
*/
ControlClass * commands = NULL;
TextButtonClass okbtn (BUTTON_OK, TXT_OK, TPF_EBUTTON, D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL, TPF_EBUTTON, D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
/*
** Initialize
*/
Set_Logic_Page(SeenBuff);
/*
** Set up the actual map area relative to the map's border coords
*/
if (x==-1) {
map_x1 = D_BORD_X1 + (MAP_CELL_W - w) / 2 + 1;
} else {
map_x1 = D_BORD_X1 + x + 1;
}
if (y==-1) {
map_y1 = D_BORD_Y1 + (MAP_CELL_H - h) / 2 + 1;
} else {
map_y1 = D_BORD_Y1 + y + 1;
}
map_x2 = map_x1 + w - 1;
map_y2 = map_y1 + h - 1;
/*
** Build the button list
*/
commands = &okbtn;
cancelbtn.Add_Tail(*commands);
/*
** Main processing loop
*/
display = REDRAW_ALL;
bool process = true;
while (process) {
/*
** Invoke game callback
*/
Call_Back();
/*
** Refresh display if needed
*/
if (display) {
Hide_Mouse();
/*
** Redraw the background, map border, key, and coord labels
*/
if (display >= REDRAW_BACKGROUND) {
/*
** Background
*/
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_SIZE_MAP, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
** Draw the map border
*/
if (LogicPage->Lock()) {
LogicPage->Draw_Rect(D_BORD_X1, D_BORD_Y1, D_BORD_X2, D_BORD_Y2, scheme->Shadow);
// for (index = D_BORD_X1; index < D_BORD_X2;
// index += (320/ICON_PIXEL_W)) {
// LogicPage->Put_Pixel(index, D_BORD_Y1-1, scheme->Shadow);
// LogicPage->Put_Pixel(index, D_BORD_Y2+1, scheme->Shadow);
// }
// for (index = D_BORD_Y1; index < D_BORD_Y2-8;
// index += (200/ICON_PIXEL_H)) {
// LogicPage->Put_Pixel(D_BORD_X1-1, index, scheme->Shadow);
// LogicPage->Put_Pixel(D_BORD_X2+1, index, scheme->Shadow);
// }
/*
** Draw the map "key"
*/
txt_x = D_BORD_X2 + 15;
txt_y = D_BORD_Y1;
Plain_Text_Print("Clear Terrain", txt_x, txt_y, GroundColor[LAND_CLEAR], TBLACK, TPF_DROPSHADOW | TPF_EFNT);
txt_y += 8;
Plain_Text_Print("Water", txt_x, txt_y, GroundColor[LAND_WATER], TBLACK, TPF_DROPSHADOW | TPF_EFNT);
txt_y += 8;
Plain_Text_Print("Tiberium", txt_x, txt_y, GroundColor[LAND_TIBERIUM], TBLACK, TPF_DROPSHADOW | TPF_EFNT);
txt_y += 8;
Plain_Text_Print("Rock", txt_x, txt_y, GroundColor[LAND_ROCK], TBLACK, TPF_DROPSHADOW | TPF_EFNT);
txt_y += 8;
Plain_Text_Print("Wall", txt_x, txt_y, GroundColor[LAND_WALL], TBLACK, TPF_DROPSHADOW | TPF_EFNT);
txt_y += 8;
Plain_Text_Print("Beach", txt_x, txt_y, GroundColor[LAND_BEACH], TBLACK, TPF_DROPSHADOW | TPF_EFNT);
txt_y += 8;
Plain_Text_Print("Rough", txt_x, txt_y, GroundColor[LAND_ROUGH], TBLACK, TPF_DROPSHADOW | TPF_EFNT);
txt_y += 8;
Plain_Text_Print("River", txt_x, txt_y, GroundColor[LAND_RIVER], TBLACK, TPF_DROPSHADOW | TPF_EFNT);
// txt_y += 8;
// Plain_Text_Print("GDI Unit", txt_x, txt_y, YELLOW, TBLACK, TPF_DROPSHADOW | TPF_EFNT);
// txt_y += 8;
// Plain_Text_Print("Nod Unit", txt_x, txt_y, RED, TBLACK, TPF_DROPSHADOW | TPF_EFNT);
// txt_y += 8;
// Plain_Text_Print("Neutral Unit", txt_x, txt_y, PURPLE, TBLACK, TPF_DROPSHADOW | TPF_EFNT);
txt_y += 8;
Plain_Text_Print("Terrain Object", txt_x, txt_y, DKGREEN, TBLACK, TPF_DROPSHADOW | TPF_EFNT);
txt_y += 8;
Plain_Text_Print("Starting Cell", txt_x, txt_y, WHITE, TBLACK, TPF_DROPSHADOW | TPF_EFNT);
/*
** Draw the coordinate labels
*/
txt_x = D_DIALOG_X + D_DIALOG_W / 8;
txt_y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - 43;
Fancy_Text_Print(" X", txt_x, txt_y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_CENTER | TPF_EFNT | TPF_NOSHADOW);
txt_x += (D_DIALOG_W - 20) / 4;
Fancy_Text_Print(" Y", txt_x, txt_y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_CENTER | TPF_EFNT | TPF_NOSHADOW);
txt_x += (D_DIALOG_W - 20) / 4;
Fancy_Text_Print(" Width", txt_x, txt_y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_CENTER | TPF_EFNT | TPF_NOSHADOW);
txt_x += (D_DIALOG_W - 20) / 4;
Fancy_Text_Print(" Height", txt_x, txt_y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_CENTER | TPF_EFNT | TPF_NOSHADOW);
LogicPage->Unlock();
}
/*
** Redraw the buttons
*/
commands->Flag_List_To_Redraw();
}
/*
** Redraw the map symbology & location
*/
if (display >= REDRAW_MAP) {
if (LogicPage->Lock()) {
/*
** Erase the map interior
*/
LogicPage->Fill_Rect(D_BORD_X1 + 1, D_BORD_Y1 + 1, D_BORD_X2 - 1, D_BORD_Y2 - 1, BLACK);
/*
** Draw Land map symbols (use color according to Ground[] array).
*/
for (cell=0; cell < MAP_CELL_TOTAL; cell++) {
occupier = (*this)[cell].Cell_Occupier();
if (occupier == NULL) {
color = GroundColor[(*this)[cell].Land_Type()];
LogicPage->Put_Pixel(D_BORD_X1 + Cell_X(cell) + 1, D_BORD_Y1 + Cell_Y(cell) + 1, color);
}
}
/*
** Draw the actual map location
*/
LogicPage->Draw_Rect(map_x1, map_y1, map_x2, map_y2, WHITE);
switch (grabbed) {
case 1:
LogicPage->Draw_Line(map_x1, map_y1, map_x1 + 5, map_y1, BLUE);
LogicPage->Draw_Line(map_x1, map_y1, map_x1, map_y1 + 5, BLUE);
break;
case 2:
LogicPage->Draw_Line(map_x2, map_y1, map_x2 - 5, map_y1, BLUE);
LogicPage->Draw_Line(map_x2, map_y1, map_x2, map_y1 + 5, BLUE);
break;
case 3:
LogicPage->Draw_Line(map_x2, map_y2, map_x2 - 5, map_y2, BLUE);
LogicPage->Draw_Line(map_x2, map_y2, map_x2, map_y2 - 5, BLUE);
break;
case 4:
LogicPage->Draw_Line(map_x1, map_y2, map_x1 + 5, map_y2, BLUE);
LogicPage->Draw_Line(map_x1, map_y2, map_x1, map_y2 - 5, BLUE);
break;
case 5:
LogicPage->Draw_Rect(map_x1, map_y1, map_x2, map_y2, BLUE);
break;
default:
break;
}
/*
** Draw Unit map symbols (Use the radar map color according to
** that specified in the house type class object.
** DKGREEN = terrain object
*/
for (cell=0; cell < MAP_CELL_TOTAL; cell++) {
occupier = (*this)[cell].Cell_Occupier();
if (occupier) {
color = DKGREEN;
if (occupier && occupier->Owner() != HOUSE_NONE) {
color = ColorRemaps[HouseClass::As_Pointer(occupier->Owner())->RemapColor].Color;
}
LogicPage->Put_Pixel(D_BORD_X1 + Cell_X(cell) + 1, D_BORD_Y1 + Cell_Y(cell) + 1, color);
}
}
/*
** Draw Home location
*/
LogicPage->Put_Pixel(D_BORD_X1 + Cell_X(Scen.Waypoint[WAYPT_HOME]) + 1, D_BORD_Y1 + Cell_Y(Scen.Waypoint[WAYPT_HOME]) + 1, WHITE);
/*
** Erase old coordinates
*/
// LogicPage->Fill_Rect( D_DIALOG_X + 7,
// D_DIALOG_Y + D_DIALOG_H - D_OK_H - 22,
// D_DIALOG_X + D_DIALOG_W - 7,
// D_DIALOG_Y + D_DIALOG_H - D_OK_H - 22 + 10, BLACK);
/*
** Draw the coordinates
*/
txt_x = D_DIALOG_X + D_DIALOG_W / 8;
txt_y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - 32;
Fancy_Text_Print("%5d", txt_x, txt_y, GadgetClass::Get_Color_Scheme(), BLACK, TPF_CENTER | TPF_EFNT | TPF_NOSHADOW, map_x1 - D_BORD_X1 - 1);
txt_x += (D_DIALOG_W - 20) / 4;
Fancy_Text_Print("%5d", txt_x, txt_y, GadgetClass::Get_Color_Scheme(), BLACK, TPF_CENTER | TPF_EFNT | TPF_NOSHADOW, map_y1 - D_BORD_Y1 - 1);
txt_x += (D_DIALOG_W - 20) / 4;
Fancy_Text_Print("%5d", txt_x, txt_y, GadgetClass::Get_Color_Scheme(), BLACK, TPF_CENTER | TPF_EFNT | TPF_NOSHADOW, map_x2 - map_x1 + 1);
txt_x += (D_DIALOG_W - 20) / 4;
Fancy_Text_Print("%5d", txt_x, txt_y, GadgetClass::Get_Color_Scheme(), BLACK, TPF_CENTER | TPF_EFNT | TPF_NOSHADOW, map_y2 - map_y1 + 1);
LogicPage->Unlock();
}
}
Show_Mouse();
display = REDRAW_NONE;
}
/*
** Process user input
*/
input = commands->Input();
/*
** Normal button processing: This is done when the mouse button is NOT
** being held down ('grabbed' is 0).
*/
if (grabbed == 0) {
switch (input) {
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
cancel = false;
process = false;
break;
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
case KN_LMOUSE:
/*
** Grab top left
*/
delta1 = abs(Keyboard->MouseQX - map_x1);
delta2 = abs(Keyboard->MouseQY - map_y1);
if (delta1 < 3 && delta2 < 3) {
grabbed = 1;
mx = Keyboard->MouseQX;
my = Keyboard->MouseQY;
display = REDRAW_MAP;
break;
}
/*
** Grab top right
*/
delta1 = abs(Keyboard->MouseQX - map_x2);
delta2 = abs(Keyboard->MouseQY - map_y1);
if (delta1 < 3 && delta2 < 3) {
grabbed = 2;
mx = Keyboard->MouseQX;
my = Keyboard->MouseQY;
display = REDRAW_MAP;
break;
}
/*
** Grab bottom right
*/
delta1 = abs(Keyboard->MouseQX - map_x2);
delta2 = abs(Keyboard->MouseQY - map_y2);
if (delta1 < 3 && delta2 < 3) {
grabbed = 3;
mx = Keyboard->MouseQX;
my = Keyboard->MouseQY;
display = REDRAW_MAP;
break;
}
/*
** Grab bottom left
*/
delta1 = abs(Keyboard->MouseQX - map_x1);
delta2 = abs(Keyboard->MouseQY - map_y2);
if (delta1 < 3 && delta2 < 3) {
grabbed = 4;
mx = Keyboard->MouseQX;
my = Keyboard->MouseQY;
display = REDRAW_MAP;
break;
}
/*
** Grab the whole map
*/
delta1 = abs(Keyboard->MouseQX - ((map_x1 + map_x2) / 2));
delta2 = abs(Keyboard->MouseQY - ((map_y1 + map_y2) / 2));
if (delta1 < (map_x2 - map_x1) / 4 &&
delta2 < (map_y2 - map_y1) / 4) {
grabbed = 5;
mx = Keyboard->MouseQX;
my = Keyboard->MouseQY;
display = REDRAW_MAP;
}
break;
default:
break;
}
} else {
/*
** Mouse motion processing: This is done while the left mouse button IS
** being held down.
** - First, check for the button release; if detected, un-grab
** - Then, handle mouse motion. WWLIB doesn't pass through a KN_MOUSE_MOVE
** value while the button is being held down, so this case must be
** trapped as a default.
*/
switch (input) {
case ((int)KN_LMOUSE | (int)KN_RLSE_BIT):
grabbed = 0;
display = REDRAW_MAP;
break;
default:
delta1 = Get_Mouse_X() - mx;
delta2 = Get_Mouse_Y() - my;
if (delta1==0 && delta2==0) {
break;
}
/*
** Move top left
*/
if (grabbed==1) {
map_x1 += delta1;
if (map_x1 > map_x2 - 2) {
map_x1 = map_x2 - 2;
} else {
if (map_x1 < D_BORD_X1 + 2) {
map_x1 = D_BORD_X1 + 2;
}
}
map_y1 += delta2;
if (map_y1 > map_y2 - 2) {
map_y1 = map_y2 - 2;
} else {
if (map_y1 < D_BORD_Y1 + 2) {
map_y1 = D_BORD_Y1 + 2;
}
}
display = REDRAW_MAP;
mx = Get_Mouse_X();
my = Get_Mouse_Y();
}
/*
** Move top right
*/
if (grabbed==2) {
map_x2 += delta1;
if (map_x2 < map_x1 + 2) {
map_x2 = map_x1 + 2;
} else {
if (map_x2 > D_BORD_X2 - 2) {
map_x2 = D_BORD_X2 - 2;
}
}
map_y1 += delta2;
if (map_y1 > map_y2 - 2) {
map_y1 = map_y2 - 2;
} else {
if (map_y1 < D_BORD_Y1 + 2) {
map_y1 = D_BORD_Y1 + 2;
}
}
display = REDRAW_MAP;
mx = Get_Mouse_X();
my = Get_Mouse_Y();
}
/*
** Move bottom right
*/
if (grabbed==3) {
map_x2 += delta1;
if (map_x2 < map_x1 + 2) {
map_x2 = map_x1 + 2;
} else {
if (map_x2 > D_BORD_X2 - 2) {
map_x2 = D_BORD_X2 - 2;
}
}
map_y2 += delta2;
if (map_y2 < map_y1 + 2) {
map_y2 = map_y1 + 2;
} else {
if (map_y2 > D_BORD_Y2 - 2) {
map_y2 = D_BORD_Y2 - 2;
}
}
display = REDRAW_MAP;
mx = Get_Mouse_X();
my = Get_Mouse_Y();
}
/*
** Move bottom left
*/
if (grabbed==4) {
map_x1 += delta1;
if (map_x1 > map_x2 - 2) {
map_x1 = map_x2 - 2;
} else {
if (map_x1 < D_BORD_X1 + 2) {
map_x1 = D_BORD_X1 + 2;
}
}
map_y2 += delta2;
if (map_y2 < map_y1 + 2) {
map_y2 = map_y1 + 2;
} else {
if (map_y2 > D_BORD_Y2 - 2) {
map_y2 = D_BORD_Y2 - 2;
}
}
display = REDRAW_MAP;
mx = Get_Mouse_X();
my = Get_Mouse_Y();
}
/*
** Move whole map
*/
if (grabbed==5) {
if (map_x1 + delta1 > D_BORD_X1 + 1 && map_x2 + delta1 < D_BORD_X2 - 1) {
map_x1 += delta1;
map_x2 += delta1;
}
if (map_y1 + delta2 > D_BORD_Y1 + 1 && map_y2 + delta2 < D_BORD_Y2 - 1) {
map_y1 += delta2;
map_y2 += delta2;
}
display = REDRAW_MAP;
mx = Get_Mouse_X();
my = Get_Mouse_Y();
}
break;
}
}
}
/*
** Redraw the display
*/
HidPage.Clear();
Flag_To_Redraw(true);
Render();
/*
** If cancel, just return
*/
if (cancel) {
return(-1);
}
/*
** Save selections
*/
MapCellX = map_x1 - D_BORD_X1 - 1;
MapCellY = map_y1 - D_BORD_Y1 - 1;
MapCellWidth = map_x2 - map_x1 + 1;
MapCellHeight = map_y2 - map_y1 + 1;
/*
** Clip Home Cell to new map size
*/
if (Cell_X(Scen.Waypoint[WAYPT_HOME]) < MapCellX) {
Scen.Waypoint[WAYPT_HOME] = XY_Cell(MapCellX, Cell_Y(Scen.Waypoint[WAYPT_HOME]));
}
if (Cell_X(Scen.Waypoint[WAYPT_HOME]) > MapCellX + MapCellWidth - 1) {
Scen.Waypoint[WAYPT_HOME] = XY_Cell(MapCellX + MapCellWidth - 1, Cell_Y(Scen.Waypoint[WAYPT_HOME]));
}
if (Cell_Y(Scen.Waypoint[WAYPT_HOME]) < MapCellY) {
Scen.Waypoint[WAYPT_HOME] = XY_Cell(Cell_X(Scen.Waypoint[WAYPT_HOME]), MapCellY);
}
if (Cell_Y(Scen.Waypoint[WAYPT_HOME]) > MapCellY + MapCellHeight - 1) {
Scen.Waypoint[WAYPT_HOME] = XY_Cell(Cell_X(Scen.Waypoint[WAYPT_HOME]), MapCellY + MapCellHeight - 1);
}
return(0);
}
/***************************************************************************
* MapEditClass::Scenario_Dialog -- scenario global parameters dialog *
* *
* Edits the house specific and general scenario options. *
* *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* Uses HIDBUFF. *
* *
* HISTORY: *
* 11/14/1994 BR : Created. *
* 02/13/1996 JLB : Revamped to new system. *
*=========================================================================*/
int MapEditClass::Scenario_Dialog(void)
{
TheaterType orig_theater = Scen.Theater; // original theater
HousesType house = PlayerPtr->Class->House;
HousesType newhouse = house;
HouseStaticClass hdata[HOUSE_COUNT];
/*
** Fill in the house data for each house that exists.
*/
for (HousesType h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
HouseClass * hptr = HouseClass::As_Pointer(h);
if (hptr) {
hdata[h] = hptr->Control;
}
}
/*
** Dialog & button dimensions
*/
enum {
D_DIALOG_W = 320 * RESFACTOR,
D_DIALOG_H = 200 * RESFACTOR,
D_DIALOG_X = ((320 * RESFACTOR - D_DIALOG_W) / 2),
D_DIALOG_Y = ((200 * RESFACTOR - D_DIALOG_H) / 2),
D_OK_W = 45,
D_OK_H = 9,
D_OK_X = D_DIALOG_X + 15 * RESFACTOR,
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - 15 * RESFACTOR,
D_CANCEL_W = 45,
D_CANCEL_H = 9,
D_CANCEL_X = D_DIALOG_X + D_DIALOG_W - (D_CANCEL_W+15*RESFACTOR),
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - 15*RESFACTOR
};
/*
** Button enumerations:
*/
enum {
LIST_THEATER=100,
BUTTON_DESCRIPTION,
BUTTON_ALLIES,
BUTTON_CONTROL,
BUTTON_SMARTIES,
BUTTON_BASE,
BUTTON_NOSPYPLANE,
BUTTON_INHERIT,
BUTTON_TIMER,
BUTTON_THEME,
BUTTON_RECORD,
BUTTON_EVAC,
BUTTON_MONEYTIB,
BUTTON_TECH,
BUTTON_TRUCKCRATE,
BUTTON_ENDOFGAME,
BUTTON_SKIPSCORE,
BUTTON_ONETIME,
BUTTON_NOMAPSEL,
BUTTON_HOUSE,
BUTTON_CREDITS,
BUTTON_SOURCE,
BUTTON_MAXUNIT,
BUTTON_INTRO,
BUTTON_BRIEFING,
BUTTON_ACTION,
BUTTON_WIN,
BUTTON_LOSE,
BUTTON_OK,
BUTTON_CANCEL,
};
/*
** Initialize
*/
Set_Logic_Page(SeenBuff);
ControlClass * commands = NULL; // the button list
/*
** Theater choice drop down list.
*/
char theatertext[45] = "";
DropListClass theaterbtn(LIST_THEATER, theatertext, sizeof(theatertext)-1,
TPF_EFNT|TPF_NOSHADOW,
D_DIALOG_X+15*RESFACTOR, D_DIALOG_Y+30, 65, 8*5,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (TheaterType t = THEATER_FIRST; t < THEATER_COUNT; t++) {
theaterbtn.Add_Item(Theaters[t].Name);
}
theaterbtn.Set_Selected_Index(orig_theater);
char description[DESCRIP_MAX] = "";
strcpy(description, Scen.Description);
EditClass desc(BUTTON_DESCRIPTION, description, sizeof(description), TPF_EFNT|TPF_NOSHADOW, theaterbtn.X+theaterbtn.Width+15, theaterbtn.Y, 160);
/*
** Button that tells if this scenario should inherit buildings from the previous.
*/
CheckBoxClass inherit(BUTTON_INHERIT, theaterbtn.X+theaterbtn.Width+15+250, theaterbtn.Y);
if (Scen.IsToInherit) {
inherit.Turn_On();
} else {
inherit.Turn_Off();
}
/*
** Records scenario disposition into holding slot.
*/
CheckBoxClass record(BUTTON_RECORD, inherit.X, inherit.Y+8);
if (Scen.IsToCarryOver) {
record.Turn_On();
} else {
record.Turn_Off();
}
/*
** Should Tanya/civilian be automatically evacuated?
*/
CheckBoxClass tanya(BUTTON_EVAC, record.X, record.Y+8);
if (Scen.IsTanyaEvac) {
tanya.Turn_On();
} else {
tanya.Turn_Off();
}
/*
** End of game with with scenario?
*/
CheckBoxClass endofgame(BUTTON_ENDOFGAME, tanya.X, tanya.Y+8);
if (Scen.IsEndOfGame) {
endofgame.Turn_On();
} else {
endofgame.Turn_Off();
}
/*
** Timer inherit logic.
*/
CheckBoxClass timercarry(BUTTON_TIMER, endofgame.X, endofgame.Y+8);
if (Scen.IsInheritTimer) {
timercarry.Turn_On();
} else {
timercarry.Turn_Off();
}
/*
** Disable spy plane option?
*/
CheckBoxClass nospyplane(BUTTON_NOSPYPLANE, timercarry.X, timercarry.Y+8);
if (Scen.IsNoSpyPlane) {
nospyplane.Turn_On();
} else {
nospyplane.Turn_Off();
}
/*
** Skip the score screen?
*/
CheckBoxClass skipscore(BUTTON_SKIPSCORE, nospyplane.X, nospyplane.Y+8);
if (Scen.IsSkipScore) {
skipscore.Turn_On();
} else {
skipscore.Turn_Off();
}
/*
** Skip the map selection screen for next mission. Presume goes to
** variation "B"?
*/
CheckBoxClass nomapsel(BUTTON_NOMAPSEL, skipscore.X, skipscore.Y+8);
if (Scen.IsNoMapSel) {
nomapsel.Turn_On();
} else {
nomapsel.Turn_Off();
}
/*
** Return to main menu after mission completes?
*/
CheckBoxClass onetime(BUTTON_ONETIME, nomapsel.X, nomapsel.Y+8);
if (Scen.IsOneTimeOnly) {
onetime.Turn_On();
} else {
onetime.Turn_Off();
}
/*
** Trucks carry a wood crate?
*/
CheckBoxClass truckcrate(BUTTON_TRUCKCRATE, onetime.X, onetime.Y+8);
if (Scen.IsTruckCrate) {
truckcrate.Turn_On();
} else {
truckcrate.Turn_Off();
}
/*
** Transfer credits into tiberium storage at scenario start?
*/
CheckBoxClass moneytib(BUTTON_MONEYTIB, truckcrate.X, truckcrate.Y+8);
if (Scen.IsMoneyTiberium) {
moneytib.Turn_On();
} else {
moneytib.Turn_Off();
}
/*
** Intro movie name.
*/
char introtext[_MAX_FNAME+_MAX_EXT];
DropListClass intro(BUTTON_INTRO, introtext, sizeof(introtext),
TPF_EFNT|TPF_NOSHADOW,
theaterbtn.X, theaterbtn.Y+theaterbtn.Height+24, 50, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
intro.Add_Item("<none>");
for (VQType v = VQ_FIRST; v < VQ_COUNT; v++) {
intro.Add_Item(VQName[v]);
}
intro.Set_Selected_Index((int)Scen.IntroMovie + 1);
/*
** Briefing movie name.
*/
char brieftext[_MAX_FNAME+_MAX_EXT];
DropListClass briefing(BUTTON_BRIEFING, brieftext, sizeof(brieftext),
TPF_EFNT|TPF_NOSHADOW,
intro.X+intro.Width+10, intro.Y, 50, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
briefing.Add_Item("<none>");
for (v = VQ_FIRST; v < VQ_COUNT; v++) {
briefing.Add_Item(VQName[v]);
}
briefing.Set_Selected_Index((int)Scen.BriefMovie + 1);
char actiontext[_MAX_FNAME+_MAX_EXT];
DropListClass action(BUTTON_ACTION, actiontext, sizeof(actiontext),
TPF_EFNT|TPF_NOSHADOW,
briefing.X+briefing.Width+10, briefing.Y, 50, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
action.Add_Item("<none>");
for (v = VQ_FIRST; v < VQ_COUNT; v++) {
action.Add_Item(VQName[v]);
}
action.Set_Selected_Index((int)Scen.ActionMovie + 1);
char wintext[_MAX_FNAME+_MAX_EXT];
DropListClass win(BUTTON_WIN, wintext, sizeof(wintext),
TPF_EFNT|TPF_NOSHADOW,
action.X+action.Width+10, action.Y, 50, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
win.Add_Item("<none>");
for (v = VQ_FIRST; v < VQ_COUNT; v++) {
win.Add_Item(VQName[v]);
}
win.Set_Selected_Index((int)Scen.WinMovie + 1);
char losetext[_MAX_FNAME+_MAX_EXT];
DropListClass lose(BUTTON_LOSE, losetext, sizeof(losetext),
TPF_EFNT|TPF_NOSHADOW,
win.X+win.Width+10, win.Y, 50, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
lose.Add_Item("<none>");
for (v = VQ_FIRST; v < VQ_COUNT; v++) {
lose.Add_Item(VQName[v]);
}
lose.Set_Selected_Index((int)Scen.LoseMovie + 1);
/*
** House choice list.
*/
ListClass housebtn(BUTTON_HOUSE,
D_DIALOG_X+15*RESFACTOR, D_DIALOG_Y+105, 55, 7*10,
TPF_EFNT|TPF_NOSHADOW,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
housebtn.Add_Item(HouseTypeClass::As_Reference(h).IniName);
}
housebtn.Set_Selected_Index(PlayerPtr->Class->House);
/*
** Base house choice drop down list.
*/
char basetext[35];
DropListClass basebtn(BUTTON_BASE, basetext, sizeof(basetext),
TPF_EFNT|TPF_NOSHADOW,
D_DIALOG_X+15*RESFACTOR, D_DIALOG_Y+80, 65, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
basebtn.Add_Item(HouseTypeClass::As_Reference(h).IniName);
}
if (Base.House != HOUSE_NONE) {
basebtn.Set_Selected_Index(Base.House);
}
/*
** Opening scenario theme.
*/
char themetext[65];
DropListClass themebtn(BUTTON_THEME, themetext, sizeof(themetext),
TPF_EFNT|TPF_NOSHADOW,
basebtn.X+basebtn.Width+15*RESFACTOR, basebtn.Y, 85, 7*10,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
themebtn.Add_Item("<none>");
for (ThemeType th = THEME_FIRST; th < THEME_COUNT; th++) {
themebtn.Add_Item(Theme.Full_Name(th));
}
if (Scen.TransitTheme != THEME_NONE) {
themebtn.Set_Selected_Index(Scen.TransitTheme+1);
} else {
themebtn.Set_Selected_Index(0);
}
/*
** Build level (technology).
*/
SliderClass techlevel(BUTTON_TECH, housebtn.X+housebtn.Width+15, housebtn.Y, 100, 8);
techlevel.Set_Maximum(16);
char statictechbuff[15];
StaticButtonClass techstatic(0, "999", TPF_EFNT|TPF_NOSHADOW, techlevel.X+techlevel.Width-20, techlevel.Y-7);
/*
** Starting credits.
*/
SliderClass creditbtn(BUTTON_CREDITS, housebtn.X+housebtn.Width+15, techlevel.Y+20, 100, 8);
creditbtn.Set_Maximum(201);
char staticcreditbuff[15];
StaticButtonClass creditstatic(0, "999999999", TPF_EFNT|TPF_NOSHADOW, creditbtn.X+creditbtn.Width-50, creditbtn.Y-7);
/*
** Maximum unit/infantry slider.
*/
SliderClass maxunit(BUTTON_MAXUNIT, housebtn.X+housebtn.Width+15, creditbtn.Y+20, 100, 8);
maxunit.Set_Maximum(501);
char staticmaxunitbuff[15];
StaticButtonClass maxunitstatic(0, "999999", TPF_EFNT|TPF_NOSHADOW, maxunit.X+maxunit.Width-30, maxunit.Y-7);
/*
** Source of ground delivery reinforcements.
*/
char sourcetext[25] = "";
ListClass sourcebtn(BUTTON_SOURCE,
housebtn.X+housebtn.Width+15, maxunit.Y+20, 100, 7*4,
TPF_EFNT|TPF_NOSHADOW,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (SourceType source = SOURCE_FIRST; source <= SOURCE_WEST; source++) {
sourcebtn.Add_Item(SourceName[source]);
}
/*
** Smartness lider.
*/
SliderClass smarties(BUTTON_SMARTIES, sourcebtn.X, sourcebtn.Y+sourcebtn.Height+15, 35, 8);
smarties.Set_Maximum(Rule.MaxIQ+1);
char staticsmartiesbuff[15];
StaticButtonClass smartiesstatic(0, "9999", TPF_EFNT|TPF_NOSHADOW, smarties.X+smarties.Width-20, smarties.Y-7);
/*
** List box of who is allied with whom.
*/
CheckListClass allies(BUTTON_ALLIES,
techlevel.X+techlevel.Width+5, housebtn.Y, 65, 7*10,
TPF_EFNT|TPF_NOSHADOW,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
allies.Add_Item(HouseTypeClass::As_Reference(h).IniName);
if (hdata[house].Allies & (1L << h)) {
allies.Check_Item(h, true);
}
}
allies.Set_Selected_Index(0);
/*
** List box of who the player can control.
*/
CheckListClass control(BUTTON_CONTROL,
allies.X+allies.Width+10, housebtn.Y, 65, 7*10,
TPF_EFNT|TPF_NOSHADOW,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
control.Add_Item(HouseTypeClass::As_Reference(h).IniName);
if (HouseClass::As_Pointer(h)->IsPlayerControl) {
control.Check_Item(h, true);
}
}
control.Set_Selected_Index(0);
/*
** Create the ubiquitous "ok" and "cancel" buttons.
*/
TextButtonClass okbtn(BUTTON_OK, TXT_OK, TPF_EBUTTON, D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn(BUTTON_CANCEL, TXT_CANCEL, TPF_EBUTTON, D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
/*
** Create the list
*/
commands = &okbtn;
cancelbtn.Add_Tail(*commands);
theaterbtn.Add_Tail(*commands);
themebtn.Add_Tail(*commands);
housebtn.Add_Tail(*commands);
techlevel.Add_Tail(*commands);
techstatic.Add_Tail(*commands);
sourcebtn.Add_Tail(*commands);
creditbtn.Add_Tail(*commands);
creditstatic.Add_Tail(*commands);
maxunitstatic.Add_Tail(*commands);
moneytib.Add_Tail(*commands);
smartiesstatic.Add_Tail(*commands);
allies.Add_Tail(*commands);
control.Add_Tail(*commands);
maxunit.Add_Tail(*commands);
nospyplane.Add_Tail(*commands);
skipscore.Add_Tail(*commands);
nomapsel.Add_Tail(*commands);
onetime.Add_Tail(*commands);
inherit.Add_Tail(*commands);
timercarry.Add_Tail(*commands);
tanya.Add_Tail(*commands);
record.Add_Tail(*commands);
truckcrate.Add_Tail(*commands);
endofgame.Add_Tail(*commands);
briefing.Add_Tail(*commands);
intro.Add_Tail(*commands);
action.Add_Tail(*commands);
win.Add_Tail(*commands);
lose.Add_Tail(*commands);
basebtn.Add_Tail(*commands);
smarties.Add_Tail(*commands);
desc.Add_Tail(*commands);
/*
** Main Processing Loop
*/
bool housechange = true;
bool display = true;
bool process = true;
bool cancel = false; // true = user cancels
bool dotext = true; // display the text.
bool fetch = false; // Fetch data from dialog into tracking structure.
//Set_Logic_Page(SeenBuff);
while (process) {
/*
** Invoke game callback
*/
Call_Back();
/*
** If the house changes, then all the gadgets that reflect the settings of the
** house should change as well.
*/
if (housechange) {
HouseStaticClass * hstatic = &hdata[newhouse];
creditbtn.Set_Value(hstatic->InitialCredits/100);
techlevel.Set_Value(hstatic->TechLevel);
sourcebtn.Set_Selected_Index(hstatic->Edge);
maxunit.Set_Value(hstatic->MaxUnit + hstatic->MaxInfantry);
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
allies.Check_Item(h, hstatic->Allies & (1L << h));
}
smarties.Set_Value(hstatic->IQ);
house = newhouse;
housechange = false;
display = true;
}
/*
** Refresh display if needed
*/
if (display) {
Hide_Mouse();
/*
** Draw the background
*/
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_SCENARIO_OPTIONS, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
** Display the text that doesn't need drawing except when the entire dialog
** needs to be redrawn.
*/
Fancy_Text_Print("Tech Level =", techlevel.X, techlevel.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Credits =", creditbtn.X, creditbtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Unit Max =", maxunit.X, maxunit.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("IQ =", smarties.X, smarties.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Prebuild Base:", basebtn.X, basebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Theater:", theaterbtn.X, theaterbtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Scenario Name:", desc.X, desc.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Country:", housebtn.X, housebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Home Edge:", sourcebtn.X, sourcebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Allies:", allies.X, allies.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Plyr Control:", control.X, control.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Theme:", themebtn.X, themebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Intro:", intro.X, intro.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Briefing:", briefing.X, briefing.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Action:", action.X, action.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Win:", win.X, win.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Lose:", lose.X, lose.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Store scenario?", record.X+10, record.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Inherit stored scenario?", inherit.X+10, inherit.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Auto evac. Tanya (civilian)?", tanya.X+10, tanya.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Last mission of game?", endofgame.X+10, endofgame.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Inherit mission timer from last scenario?", timercarry.X+10, timercarry.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Disable spy plane?", nospyplane.X+10, nospyplane.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Skip the score screen?", skipscore.X+10, skipscore.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("No map selection (force var 'B')?", nomapsel.X+10, nomapsel.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Return to main menu after scenario finishes?", onetime.X+10, onetime.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Truck carries wood crate?", truckcrate.X+10, truckcrate.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
Fancy_Text_Print("Initial money is transferred to silos?", moneytib.X+10, moneytib.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
theaterbtn.Collapse();
themebtn.Collapse();
intro.Collapse();
briefing.Collapse();
action.Collapse();
win.Collapse();
lose.Collapse();
basebtn.Collapse();
commands->Draw_All(true);
Show_Mouse();
display = false;
dotext = true;
}
/*
** Display the text of the buttons that could change their text as a
** result of slider interaction.
*/
if (dotext) {
dotext = false;
Hide_Mouse();
sprintf(statictechbuff, "%2d", techlevel.Get_Value());
techstatic.Set_Text(statictechbuff);
techstatic.Draw_Me();
sprintf(staticcreditbuff, "$%-7d", creditbtn.Get_Value() * 100);
creditstatic.Set_Text(staticcreditbuff);
creditstatic.Draw_Me();
sprintf(staticmaxunitbuff, "%4d", maxunit.Get_Value());
maxunitstatic.Set_Text(staticmaxunitbuff);
maxunitstatic.Draw_Me();
sprintf(staticsmartiesbuff, "%2d", smarties.Get_Value());
smartiesstatic.Set_Text(staticsmartiesbuff);
smartiesstatic.Draw_Me();
Show_Mouse();
}
/*
** Get user input
*/
KeyNumType input = commands->Input();
/*
** Process input
*/
switch (input) {
case BUTTON_ALLIES|KN_BUTTON:
allies.Check_Item(house, true);
break;
case BUTTON_CONTROL|KN_BUTTON:
control.Check_Item(house, true);
break;
case BUTTON_THEME|KN_BUTTON:
case BUTTON_INTRO|KN_BUTTON:
case BUTTON_BRIEFING|KN_BUTTON:
case BUTTON_ACTION|KN_BUTTON:
case BUTTON_WIN|KN_BUTTON:
case BUTTON_LOSE|KN_BUTTON:
case BUTTON_BASE|KN_BUTTON:
case LIST_THEATER|KN_BUTTON:
briefing.Collapse();
action.Collapse();
win.Collapse();
themebtn.Collapse();
intro.Collapse();
lose.Collapse();
basebtn.Collapse();
theaterbtn.Collapse();
display = true;
break;
case BUTTON_SMARTIES|KN_BUTTON:
case BUTTON_MAXUNIT|KN_BUTTON:
case BUTTON_CREDITS|KN_BUTTON:
case BUTTON_TECH|KN_BUTTON:
briefing.Collapse();
action.Collapse();
win.Collapse();
lose.Collapse();
basebtn.Collapse();
themebtn.Collapse();
theaterbtn.Collapse();
dotext = true;
break;
case BUTTON_HOUSE|KN_BUTTON:
newhouse = HousesType(housebtn.Current_Index());
housechange = true;
briefing.Collapse();
action.Collapse();
themebtn.Collapse();
win.Collapse();
intro.Collapse();
lose.Collapse();
basebtn.Collapse();
theaterbtn.Collapse();
fetch = true;
break;
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
cancel = false;
process = false;
fetch = true;
break;
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
default:
break;
}
/*
** If the house changes, then all the gadgets that reflect the settings of the
** house should change as well.
*/
if (fetch) {
fetch = false;
HouseStaticClass * hstatic = &hdata[house];
Base.House = HousesType(basebtn.Current_Index());
hstatic->InitialCredits = creditbtn.Get_Value() * 100;
hstatic->Edge = SourceType(sourcebtn.Current_Index());
hstatic->TechLevel = techlevel.Get_Value();
hstatic->MaxUnit = maxunit.Get_Value()/2;
hstatic->MaxInfantry = maxunit.Get_Value()/2;
hstatic->IQ = smarties.Get_Value();
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
if (allies.Is_Checked(h)) {
hstatic->Allies |= (1L << h);
} else {
hstatic->Allies &= ~(1L << h);
}
}
}
}
/*
** Redraw the map
*/
HidPage.Clear();
Flag_To_Redraw(true);
Render();
/*
** If cancel, just return
*/
if (cancel) {
return(-1);
}
/*
** Copy the dialog data back into the appropriate game data locations.
*/
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
HouseClass * hptr = HouseClass::As_Pointer(h);
if (hptr != NULL) {
hptr->Control = hdata[h];
hptr->Allies = hdata[h].Allies;
if (control.Is_Checked(h)) {
hptr->IsPlayerControl = true;
} else {
hptr->IsPlayerControl = false;
}
}
}
PlayerPtr->IsPlayerControl = true;
strncpy(Scen.Description, desc.Get_Text(), sizeof(Scen.Description));
Scen.Description[sizeof(Scen.Description)-1] = '\0';
Scen.IntroMovie = VQType(intro.Current_Index()-1);
Scen.BriefMovie = VQType(briefing.Current_Index()-1);
Scen.ActionMovie = VQType(action.Current_Index()-1);
Scen.WinMovie = VQType(win.Current_Index()-1);
Scen.LoseMovie = VQType(lose.Current_Index()-1);
Scen.IsToInherit = inherit.IsOn;
Scen.IsToCarryOver = record.IsOn;
Scen.IsTanyaEvac = tanya.IsOn;
Scen.IsEndOfGame = endofgame.IsOn;
Scen.IsInheritTimer = timercarry.IsOn;
Scen.IsNoSpyPlane = nospyplane.IsOn;
Scen.IsSkipScore = skipscore.IsOn;
Scen.IsNoMapSel = nomapsel.IsOn;
Scen.IsOneTimeOnly = onetime.IsOn;
Scen.IsTruckCrate = truckcrate.IsOn;
Scen.IsMoneyTiberium = moneytib.IsOn;
Scen.TransitTheme = ThemeType(themebtn.Current_Index()-1);
/*
** Change the theater:
** - 1st set the Theater global
** - scan all cells to check their TType for compatibility with the new
** theater; if not compatible, set TType to TEMPLATE_NONE & TIcon to 0
** - Then, re-initialize the TypeClasses for the new Theater
*/
TheaterType theater = TheaterType(theaterbtn.Current_Index());
if (theater != orig_theater) {
unsigned char theater_mask; // template/terrain mask
TerrainClass * terrain; // cell's terrain pointer
/*
** Loop through all cells
*/
for (CELL i = 0; i < MAP_CELL_TOTAL; i++) {
/*
** If this cell has a template icon & that template isn't compatible
** with this theater, set the icon to NONE
*/
if ((*this)[i].TType != TEMPLATE_NONE) {
theater_mask = TemplateTypeClass::As_Reference((*this)[i].TType).Theater;
if ( (theater_mask & (1 << theater))==0) {
(*this)[i].TType = TEMPLATE_NONE;
(*this)[i].TIcon = 0;
}
}
/*
** If this cell has terrain in it, and that terrain isn't compatible
** with this theater, delete the terrain object.
*/
terrain = (*this)[i].Cell_Terrain();
if (terrain != NULL) {
theater_mask = terrain->Class->Theater;
if ( (theater_mask & (1<<theater))==0) {
delete terrain;
}
}
}
/*
** Remove any old theater specific uncompressed shapes
*/
#ifdef WIN32
Reset_Theater_Shapes();
#endif //WIN32
/*
** Force shapes to reload
*/
LastTheater = THEATER_NONE;
/*
** Re-init the object Type Classes for this theater
*/
Init_Theater(theater);
TerrainTypeClass::Init(theater);
TemplateTypeClass::Init(theater);
OverlayTypeClass::Init(theater);
UnitTypeClass::Init(theater);
InfantryTypeClass::Init(theater);
BuildingTypeClass::Init(theater);
BulletTypeClass::Init(theater);
AnimTypeClass::Init(theater);
AircraftTypeClass::Init(theater);
VesselTypeClass::Init(theater);
SmudgeTypeClass::Init(theater);
// LastTheater = theater;
}
return(0);
}
/***************************************************************************
* Handle_Triggers -- processes the trigger dialogs *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/29/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Handle_Triggers(void)
{
int rc;
/*
** Trigger dialog processing loop:
** - Invoke the trigger selection dialog. If a trigger's selected, break
** & return
** - If user wants to edit the current trigger, do so
** - If user wants to create new trigger, new a TriggerClass & edit it
** - If user wants to delete trigger, delete the current trigger
** - Keep looping until 'OK'
*/
while (1) {
/*
** Select trigger
*/
rc = Select_Trigger();
/*
** 'OK'; break
*/
if (rc==0) break;
/*
** 'Edit'
*/
if (rc==1 && CurTrigger) {
if (CurTrigger->Edit()) {
Changed = 1;
}
HidPage.Clear();
Flag_To_Redraw(true);
Render();
}
/*
** 'New'
*/
if (rc==2) {
/*
** Create a new trigger
*/
CurTrigger = new TriggerTypeClass();
if (CurTrigger) {
/*
** delete it if user cancels
*/
if (!CurTrigger->Edit()) {
delete CurTrigger;
CurTrigger = NULL;
} else {
Changed = 1;
}
HidPage.Clear();
Flag_To_Redraw(true);
Render();
} else {
/*
** Unable to create; issue warning
*/
WWMessageBox().Process("No more triggers available.");
HidPage.Clear();
Flag_To_Redraw(true);
Render();
}
}
/*
** 'Delete'
*/
if (rc==3) {
if (CurTrigger) {
Detach_This_From_All(CurTrigger->As_Target(), true);
delete CurTrigger;
//CurTrigger->Remove();
CurTrigger = NULL;
Changed = 1;
}
}
}
/*
** Let the CurTrigger global exist if the trigger can be placed on the
** ground or on a game object.
*/
if (CurTrigger && !(CurTrigger->Attaches_To() & (ATTACH_OBJECT|ATTACH_CELL))) {
CurTrigger = NULL;
}
}
/***************************************************************************
* MapEditClass::Select_Trigger -- lets user select a trigger *
* *
* CurTrigger can be NULL when this function is called. *
* *
* <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> Triggers <20> *
* <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20> Name Event Action House Team <20><18> <20> *
* <20> <20> Name Event Action House Team <20>Ĵ <20> *
* <20> <20> Name Event Action House Team <20> <20> <20> *
* <20> <20> Name Event Action House Team <20> <20> <20> *
* <20> <20> <20> <20> <20> *
* <20> <20> <20> <20> <20> *
* <20> <20> <20>Ĵ <20> *
* <20> <20> <20><19> <20> *
* <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> <20> *
* <20> [Edit] [New] [Delete] [OK] <20> *
* <20> <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><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> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, 1 = Edit, 2 = New, 3 = Delete *
* *
* WARNINGS: *
* Uses HIDBUFF. *
* *
* HISTORY: *
* 11/29/1994 BR : Created. *
* 05/07/1996 JLB : Streamlined and sort trigger list. *
*=========================================================================*/
int MapEditClass::Select_Trigger(void)
{
/*
** Dialog & button dimensions
*/
enum {
D_DIALOG_W = 400,
D_DIALOG_H = 250,
D_DIALOG_X = 0,
D_DIALOG_Y = 0,
D_TXT8_H = 11,
D_MARGIN = 35,
D_LIST_W = (D_DIALOG_W-(D_MARGIN*2))-10,
D_LIST_H = D_DIALOG_H-70,
D_LIST_X = D_DIALOG_X + (D_DIALOG_W-D_LIST_W)/2,
D_LIST_Y = D_DIALOG_Y + 25,
BUTTON_W = 45,
BUTTON_H = 9,
D_EDIT_W = BUTTON_W,
D_EDIT_H = BUTTON_H,
D_EDIT_X = D_DIALOG_X + D_DIALOG_W - (((D_EDIT_W+10)*4)+25),
D_EDIT_Y = D_DIALOG_Y + D_DIALOG_H - 20 - D_EDIT_H,
D_NEW_W = BUTTON_W,
D_NEW_H = BUTTON_H,
D_NEW_X = D_EDIT_X + D_EDIT_W + 10,
D_NEW_Y = D_DIALOG_Y + D_DIALOG_H - 20 - D_NEW_H,
D_DELETE_W = BUTTON_W,
D_DELETE_H = BUTTON_H,
D_DELETE_X = D_NEW_X + D_NEW_W + 10,
D_DELETE_Y = D_DIALOG_Y + D_DIALOG_H - 20 - D_DELETE_H,
D_OK_W = BUTTON_W,
D_OK_H = BUTTON_H,
D_OK_X = D_DELETE_X + D_DELETE_W + 10,
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - 20 - D_OK_H,
};
/*
** Button enumerations:
*/
enum {
TRIGGER_LIST=100,
BUTTON_EDIT,
BUTTON_NEW,
BUTTON_DELETE,
BUTTON_OK,
};
/*
** Dialog variables:
*/
bool edit_trig = false; // true = user wants to edit
bool new_trig = false; // true = user wants to new
bool del_trig = false; // true = user wants to new
int i; // loop counter
/*
** Buttons
*/
ControlClass * commands = NULL; // the button list
TListClass<CCPtr<TriggerTypeClass> > triggerlist(TRIGGER_LIST, D_LIST_X, D_LIST_Y, D_LIST_W, D_LIST_H,
TPF_EFNT|TPF_NOSHADOW,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
TextButtonClass editbtn(BUTTON_EDIT, "Edit", TPF_EBUTTON, D_EDIT_X, D_EDIT_Y, D_EDIT_W, D_EDIT_H);
TextButtonClass newbtn(BUTTON_NEW, "New", TPF_EBUTTON, D_NEW_X, D_NEW_Y, D_NEW_W, D_NEW_H);
TextButtonClass deletebtn(BUTTON_DELETE, "Delete", TPF_EBUTTON, D_DELETE_X, D_DELETE_Y, D_DELETE_W, D_DELETE_H);
TextButtonClass okbtn(BUTTON_OK, TXT_OK, TPF_EBUTTON, D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
/*
** Initialize
*/
Set_Logic_Page(SeenBuff);
/*
** Fill in the list box
*/
for (i = 0; i < TriggerTypes.Count(); i++) {
triggerlist.Add_Item(TriggerTypes.Ptr(i));
}
PNBubble_Sort(&triggerlist[0], triggerlist.Count());
if (CurTrigger) {
triggerlist.Set_Selected_Index(CurTrigger);
} else {
triggerlist.Set_Selected_Index(0);
}
/*
** Set CurTrigger if it isn't
*/
if (TriggerTypes.Count()==0) {
CurTrigger = NULL;
} else {
CurTrigger = triggerlist.Current_Item();
// if (!CurTrigger) {
// CurTrigger = &*triggerlist.Current_Item();
// }
}
/*
** Create the list
*/
commands = &triggerlist;
editbtn.Add_Tail(*commands);
newbtn.Add_Tail(*commands);
deletebtn.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
/*
** Main Processing Loop
*/
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback
*/
Call_Back();
/*
** Refresh display if requested.
*/
if (display /*&& LogicPage->Lock()*/) {
Hide_Mouse();
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_TRIGGER_EDITOR, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
commands->Flag_List_To_Redraw();
commands->Draw_All();
Show_Mouse();
display = false;
// LogicPage->Unlock();
}
/*
** Get user input
*/
KeyNumType input = commands->Input();
/*
** Process input
*/
switch (input) {
case (TRIGGER_LIST | KN_BUTTON):
CurTrigger = &*triggerlist.Current_Item();
// CurTrigger = (TriggerTypeClass *)&*triggerlist.Current_Item();
break;
case (BUTTON_EDIT | KN_BUTTON):
if (CurTrigger) { // only allow if there's one selected
process = false;
edit_trig = true;
}
break;
case (BUTTON_NEW | KN_BUTTON):
process = false;
new_trig = true;
break;
case (BUTTON_DELETE | KN_BUTTON):
process = false;
del_trig = true;
break;
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
process = false;
break;
}
}
/*
** Redraw the display
*/
HidPage.Clear();
Flag_To_Redraw(true);
Render();
if (edit_trig) return(1);
if (new_trig) return(2);
if (del_trig) return(3);
return(0);
}
#endif