CnC_Remastered_Collection/REDALERT/MAPEDPLC.CPP

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//
// 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/MAPEDPLC.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 : MAPEDPLC.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : November 18, 1994 *
* *
* Last Update : May 12, 1996 [JLB] *
* *
*-------------------------------------------------------------------------*
* Object-placement routines *
*-------------------------------------------------------------------------*
* Functions: *
* MapEditClass::Build_Base_To -- builds the AI base to the given percent*
* MapEditClass::Cancel_Base_Building -- stops base-building mode *
* MapEditClass::Cancel_Placement -- cancels placement mode *
* MapEditClass::Place_Home -- homes the placement object *
* MapEditClass::Place_Next -- while placing object, goes to next *
* MapEditClass::Place_Next_Category -- places next object category *
* MapEditClass::Place_Object -- attempts to place the current object *
* MapEditClass::Place_Prev -- while placing object, goes to previous *
* MapEditClass::Place_Prev_Category -- places previous object category *
* MapEditClass::Place_Trigger -- assigns trigger to object or cell *
* MapEditClass::Placement_Dialog -- adds an object to the scenario *
* MapEditClass::Set_House_Buttons -- toggles house buttons for btn list *
* MapEditClass::Start_Base_Building -- starts base-building mode *
* MapEditClass::Start_Placement -- enters placement mode *
* MapEditClass::Start_Trigger_Placement -- enters trigger placement mode*
* MapEditClass::Stop_Trigger_Placement -- exits trigger placement mode *
* MapEditClass::Toggle_House -- toggles current placement object's house*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#ifdef SCENARIO_EDITOR
/***************************************************************************
* MapEditClass::Placement_Dialog -- adds an object to the scenario *
* *
* This function sets LastChoice & LastHouse to the values chosen *
* by the user. It's up to the caller to call Start_Placement to enter *
* placement mode. *
* This routine does not modify PendingObject or PendingHouse. *
* *
* <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 *
* <20> [GDI] [NOD] [Neutral] <20> *
* <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>Ŀ <20> *
* <20> <20> <20> [Template] <20> *
* <20> <20> <20> [Overlay ] <20> *
* <20> <20> <20> [Smudge ] <20> *
* <20> <20> <20> [Terrain ] <20> *
* <20> <20> (Object picture) <20> [Unit ] <20> *
* <20> <20> <20> [Infantry] <20> *
* <20> <20> <20> [Aircraft] <20> *
* <20> <20> <20> [Building] <20> *
* <20> <20> <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> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> [<-] [->] <20>(Grid)<29> <20> *
* <20> <20> <20> <20> *
* <20> [OK] [Cancel] <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <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> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
* 12/13/1995 JLB : Fixed house buttons to handle expanded house list. *
* 05/12/1996 JLB : Handles hi-res. *
*=========================================================================*/
int MapEditClass::Placement_Dialog(void)
{
HousesType house;
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
/*
** Dialog & button dimensions
*/
enum {
D_DIALOG_W = 400,
D_DIALOG_H = 180,
D_DIALOG_X = 0,
D_DIALOG_Y = 0,
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
D_TXT8_H = 11,
D_MARGIN = 7,
D_PICTURE_W = 152, // must be divisible by 8!
D_PICTURE_H = 105,
D_PICTURE_X = D_DIALOG_X + 35, // must start on a byte boundary!
D_PICTURE_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN,
D_PICTURE_CX = D_PICTURE_X + D_PICTURE_W / 2,
D_GDI_W = 65,
D_GDI_H = 9,
D_GDI_X = D_PICTURE_X+D_PICTURE_W+5,
D_GDI_Y = D_PICTURE_Y,
D_LEFT_W = 45,
D_LEFT_H = 9,
D_LEFT_X = D_PICTURE_CX - 5 - D_LEFT_W,
D_LEFT_Y = D_PICTURE_Y + D_PICTURE_H + D_MARGIN,
D_RIGHT_W = 45,
D_RIGHT_H = 9,
D_RIGHT_X = D_PICTURE_CX + 5,
D_RIGHT_Y = D_PICTURE_Y + D_PICTURE_H + D_MARGIN,
D_TEMPLATE_W = 70,
D_TEMPLATE_H = 9,
D_TEMPLATE_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_TEMPLATE_W - 30,
D_TEMPLATE_Y = D_PICTURE_Y,
D_OVERLAY_W = 70,
D_OVERLAY_H = 9,
D_OVERLAY_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_OVERLAY_W - 30,
D_OVERLAY_Y = D_TEMPLATE_Y + D_TEMPLATE_H,
D_SMUDGE_W = 70,
D_SMUDGE_H = 9,
D_SMUDGE_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_SMUDGE_W - 30,
D_SMUDGE_Y = D_OVERLAY_Y + D_OVERLAY_H,
D_TERRAIN_W = 70,
D_TERRAIN_H = 9,
D_TERRAIN_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_TERRAIN_W - 30,
D_TERRAIN_Y = D_SMUDGE_Y + D_SMUDGE_H,
D_UNIT_W = 70,
D_UNIT_H = 9,
D_UNIT_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_UNIT_W - 30,
D_UNIT_Y = D_TERRAIN_Y + D_TERRAIN_H,
D_INFANTRY_W = 70,
D_INFANTRY_H = 9,
D_INFANTRY_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_INFANTRY_W - 30,
D_INFANTRY_Y = D_UNIT_Y + D_UNIT_H,
D_AIRCRAFT_W = 70,
D_AIRCRAFT_H = 9,
D_AIRCRAFT_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_AIRCRAFT_W - 30,
D_AIRCRAFT_Y = D_INFANTRY_Y + D_INFANTRY_H,
D_BUILDING_W = 70,
D_BUILDING_H = 9,
D_BUILDING_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_BUILDING_W - 30,
D_BUILDING_Y = D_AIRCRAFT_Y + D_AIRCRAFT_H,
D_AIR_W = 70,
D_AIR_H = 9,
D_AIR_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_AIR_W - 30,
D_AIR_Y = D_BUILDING_Y + D_BUILDING_H,
D_OK_W = 45,
D_OK_H = 9,
D_OK_X = D_PICTURE_CX - D_OK_W - 5,
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - D_MARGIN - 15,
D_CANCEL_W = 45,
D_CANCEL_H = 9,
D_CANCEL_X = D_PICTURE_CX + 5,
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - D_MARGIN - 15,
GRIDSIZE = 10,
GRIDBLOCK_W = 3,
GRIDBLOCK_H = 3,
D_GRID_X = D_DIALOG_X + D_DIALOG_W - (GRIDSIZE * GRIDBLOCK_W) - D_MARGIN - 35,
D_GRID_Y = D_DIALOG_Y + D_DIALOG_H - (GRIDSIZE * GRIDBLOCK_H) - D_MARGIN - 35,
};
/*
** Button enumerations:
*/
enum {
BUTTON_GDI=100,
BUTTON_HOUSE,
BUTTON_NEXT,
BUTTON_PREV,
BUTTON_OK,
BUTTON_CANCEL,
BUTTON_TEMPLATE,
BUTTON_OVERLAY,
BUTTON_SMUDGE,
BUTTON_TERRAIN,
BUTTON_UNIT,
BUTTON_INFANTRY,
BUTTON_AIRCRAFT,
BUTTON_BUILDING,
BUTTON_AIR,
};
/*
** Dialog variables
*/
bool cancel = false; // true = user cancels
const ObjectTypeClass * curobj; // Working object pointer.
int x,y; // for drawing the grid
KeyNumType input; // user input
short const * occupy; // ptr into object's OccupyList
int cell; // cell index for parsing OccupyList
int i;
int typeindex; // index of class type
/*
** Buttons
*/
ControlClass * commands;
ListClass housebtn(BUTTON_HOUSE,
D_GDI_X, D_GDI_Y, 60, 8*16,
TPF_EFNT | TPF_NOSHADOW,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
housebtn.Add_Item(HouseTypeClass::As_Reference(house).IniName);
}
house = HOUSE_FIRST;
TextButtonClass nextbtn(BUTTON_NEXT, TXT_RIGHT, TPF_EBUTTON, D_RIGHT_X, D_RIGHT_Y, D_RIGHT_W, D_RIGHT_H);
TextButtonClass prevbtn(BUTTON_PREV, TXT_LEFT, TPF_EBUTTON, D_LEFT_X, D_LEFT_Y, D_LEFT_W, D_LEFT_H);
TextButtonClass okbtn(BUTTON_OK, "OK", TPF_EBUTTON, D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn(BUTTON_CANCEL, "Cancel", TPF_EBUTTON, D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
TextButtonClass templatebtn(BUTTON_TEMPLATE, "Template", TPF_EBUTTON, D_TEMPLATE_X, D_TEMPLATE_Y, D_TEMPLATE_W, D_TEMPLATE_H);
TextButtonClass overlaybtn(BUTTON_OVERLAY, "Overlay", TPF_EBUTTON, D_OVERLAY_X, D_OVERLAY_Y, D_OVERLAY_W, D_OVERLAY_H);
TextButtonClass smudgebtn(BUTTON_SMUDGE, "Smudge", TPF_EBUTTON, D_SMUDGE_X, D_SMUDGE_Y, D_SMUDGE_W, D_SMUDGE_H);
TextButtonClass terrainbtn(BUTTON_TERRAIN, "Terrain", TPF_EBUTTON, D_TERRAIN_X, D_TERRAIN_Y, D_TERRAIN_W, D_TERRAIN_H);
TextButtonClass unitbtn(BUTTON_UNIT, "Unit", TPF_EBUTTON, D_UNIT_X, D_UNIT_Y, D_UNIT_W, D_UNIT_H);
TextButtonClass infantrybtn(BUTTON_INFANTRY, "Infantry", TPF_EBUTTON, D_INFANTRY_X, D_INFANTRY_Y, D_INFANTRY_W, D_INFANTRY_H);
TextButtonClass aircraftbtn(BUTTON_AIRCRAFT, "Ships", TPF_EBUTTON, D_AIRCRAFT_X, D_AIRCRAFT_Y, D_AIRCRAFT_W, D_AIRCRAFT_H);
TextButtonClass buildingbtn(BUTTON_BUILDING, "Building", TPF_EBUTTON, D_BUILDING_X, D_BUILDING_Y, D_BUILDING_W, D_BUILDING_H);
TextButtonClass airbtn(BUTTON_AIR, "Aircraft", TPF_EBUTTON, D_AIR_X, D_AIR_Y, D_AIR_W, D_AIR_H);
/*
** 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. (Skip aircraft, since they won't be used in the editor.)
*/
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();
VesselTypeClass::Prep_For_Add();
BuildingTypeClass::Prep_For_Add();
AircraftTypeClass::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 = &nextbtn;
housebtn.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);
airbtn.Add_Tail(*commands);
/*
** Make sure the recorded house selection matches the house list
** box selection.
*/
LastHouse = HousesType(housebtn.Current_Index());
/*
** Main processing loop
*/
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback
*/
Call_Back();
/*
** Refresh display if needed
*/
if (display) {
/*
** Display the dialog box
*/
Hide_Mouse();
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_PLACE_OBJECT, 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
*/
WindowList[WINDOW_EDITOR][WINDOWX] = D_PICTURE_X;
WindowList[WINDOW_EDITOR][WINDOWY] = D_PICTURE_Y;
WindowList[WINDOW_EDITOR][WINDOWWIDTH] = D_PICTURE_W;
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_DOWN, false);
curobj->Display(WinW/2, WinH>>1, WINDOW_EDITOR, LastHouse);
// 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, scheme->Bright);
}
/*
** 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, scheme->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,
scheme->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, scheme, TBLACK,
TPF_CENTER | TPF_EFNT | TPF_NOSHADOW);
/*
** 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();
airbtn.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_AIR:
airbtn.Turn_On();
break;
case BUTTON_BUILDING:
buildingbtn.Turn_On();
break;
}
/*
** Redraw buttons
*/
commands->Draw_All();
Show_Mouse();
display = false;
}
/*
** Get user input
*/
input = commands->Input();
/*
** Process user input
*/
switch (input) {
/*
** GDI House
*/
case (BUTTON_HOUSE | KN_BUTTON):
house = HousesType(housebtn.Current_Index());
/*
** Set flags & buttons
*/
LastHouse = house;
display = true;
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];
nextbtn.Turn_Off();
display = true;
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];
prevbtn.Turn_Off();
display = true;
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):
case (BUTTON_AIR | 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 = true;
break;
}
/*
** Set current object
*/
LastChoice = TypeOffset[typeindex];
curobj = Objects[LastChoice];
display = true;
break;
/*
** Next category
*/
case KN_PGDN:
typeindex++;
if (typeindex==NUM_EDIT_CLASSES) {
typeindex = 0;
}
/*
** Set current object
*/
LastChoice = TypeOffset[typeindex];
curobj = Objects[LastChoice];
display = true;
break;
/*
** Previous category
*/
case KN_PGUP:
typeindex--;
if (typeindex < 0) {
typeindex = NUM_EDIT_CLASSES - 1;
}
/*
** Set current object
*/
LastChoice = TypeOffset[typeindex];
curobj = Objects[LastChoice];
display = true;
break;
/*
** Jump to 1st choice
*/
case KN_HOME:
LastChoice = 0;
/*
** Set current object
*/
curobj = Objects[LastChoice];
display = true;
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
*/
HidPage.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)
{
/*
** 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. These must be added in the same order expected by the
** object selection dialog (same as button order).
*/
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();
VesselTypeClass::Prep_For_Add();
BuildingTypeClass::Prep_For_Add();
AircraftTypeClass::Prep_For_Add();
/*
** Compute offset of each class type in the Objects array
*/
TypeOffset[0] = 0;
for (int i = 1; i < NUM_EDIT_CLASSES; i++) {
TypeOffset[i] = TypeOffset[i-1] + NumType[i-1];
}
/*
** 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) {
WWMessageBox().Process("No more objects of this type available.");
HidPage.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[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.Cell = Coord_Cell(PendingObjectPtr->Coord);
Base.Nodes.Add(BaseNodeClass(((BuildingTypeClass *)PendingObject)->Type, Coord_Cell(PendingObjectPtr->Coord)));
}
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
*/
HidPage.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];
}
}
/*
** 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
*/
HidPage.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;
}
}
/*
** 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
*/
HidPage.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
*/
HidPage.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 start of this category
*/
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
i--;
if (i < 0) {
i = ObjCount - 1;
}
}
i--;
if (i < 0) i = ObjCount-1;
LastChoice = i;
/*
** Scan for the previous category
*/
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
i--;
if (i < 0) {
i = ObjCount - 1;
}
}
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 < 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
*/
HidPage.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
*/
HidPage.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. *
* 01/26/1996 JLB : Uses new house selection list method. *
*=========================================================================*/
void MapEditClass::Set_House_Buttons(HousesType house, GadgetClass *, int )
//void MapEditClass::Set_House_Buttons(HousesType house, GadgetClass * btnlist, int base_id)
{
HouseList->Set_Selected_Index(house);
#ifdef NEVER
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();
}
}
}
#endif
}
/***************************************************************************
* 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 = Keyboard->MouseQX;
y = Keyboard->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
*/
AttachType a1 = CurTrigger->Attaches_To();
if (object && (a1 & ATTACH_OBJECT) != 0) {
if (CurTrigger) {
TriggerClass * tt = Find_Or_Make(CurTrigger);
if (tt) {
object->Trigger = tt;
}
}
} else {
/*
** Assign trigger to a cell
*/
if ((a1 & ATTACH_CELL) != 0) {
if (CurTrigger) {
TriggerClass * tt = Find_Or_Make(CurTrigger);
Map[cell].Trigger = tt;
}
// CellTriggers[cell] = CurTrigger;
}
}
/*
** Force map to redraw
*/
HidPage.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 = true;
Start_Placement();
/*
** Force map to redraw
*/
HidPage.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(Scen.Percent);
/*
** Cancel placement mode
*/
Cancel_Placement();
BaseBuilding = false;
/*
** Force map to redraw
*/
HidPage.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
*/
ScenarioInit++;
if (!obj->Unlimbo(Cell_Coord(Base.Nodes[i].Cell))) {
delete obj;
WWMessageBox().Process("Unable to build base!");
ScenarioInit--;
return;
}
ScenarioInit--;
}
//ScenarioInit--;
}
#endif