CnC_Remastered_Collection/REDALERT/MAPEDTM.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/MAPEDTM.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 : MAPEDTM.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : December 7, 1994 *
* *
* Last Update : May 7, 1996 [JLB] *
* *
*-------------------------------------------------------------------------*
* Functions: *
* MapEditClass::Draw_Member -- Draws a member of the team dialog box. *
* MapEditClass::Handle_Teams -- main team-dialog-handling function *
* MapEditClass::Select_Team -- user selects a team from a list *
* MapEditClass::Team_Members -- user picks makeup of a team *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#ifdef SCENARIO_EDITOR
/***************************************************************************
* MapEditClass::Handle_Teams -- main team-dialog-handling function *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/08/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Handle_Teams(char const * caption)
{
int rc;
/*
** Team dialog processing loop:
** - Invoke the team selection dialog. If a team's selected, break
** & return
** - If user wants to edit the current team, do so
** - If user wants to create new team, new a TeamTypeClass & edit it
** - If user wants to delete team, delete the current team
** - Keep looping until 'OK'
*/
for (;;) {
/*
** Select team
*/
rc = Select_Team(caption);
/*
** 'OK'; break
*/
if (rc == 0) {
break;
} else {
/*
** 'Edit'
*/
if (rc == 1 && CurTeam) {
if (CurTeam->Edit()) {
Changed = 1;
}
HidPage.Clear();
Flag_To_Redraw(true);
Render();
} else {
/*
** 'New'
*/
if (rc == 2) {
/*
** Create a new team
*/
CurTeam = new TeamTypeClass();
if (CurTeam) {
/*
** delete it if user cancels
*/
if (!CurTeam->Edit()) {
delete CurTeam;
CurTeam = NULL;
} else {
Changed = 1;
}
HidPage.Clear();
Flag_To_Redraw(true);
Render();
} else {
/*
** Unable to create; issue warning
*/
WWMessageBox().Process("No more teams available.");
HidPage.Clear();
Flag_To_Redraw(true);
Render();
}
} else {
/*
** 'Delete'
*/
if (rc==3) {
if (CurTeam) {
Detach_This_From_All(CurTeam->As_Target(), true);
delete CurTeam;
//CurTeam->Remove();
CurTeam = NULL;
}
}
}
}
}
}
}
/***************************************************************************
* MapEditClass::Select_Team -- user selects a team from a list *
* *
* <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> Teams <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 House Class:Count,Class:Count <20><18> <20> *
* <20> <20> Name House Class:Count,Class:Count <20>Ĵ <20> *
* <20> <20> Name House Class:Count,Class:Count <20> <20> <20> *
* <20> <20> Name House Class:Count,Class:Count <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: *
* 12/08/1994 BR : Created. *
* 05/07/1996 JLB : Streamlined and sorted team list. *
*=========================================================================*/
int MapEditClass::Select_Team(char const * )
{
/*
** Dialog & button dimensions
*/
enum {
D_DIALOG_W = 400, // dialog width
D_DIALOG_H = 250, // 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 = 25, // margin width/height
D_LIST_W = (D_DIALOG_W-(D_MARGIN*2))-20,
D_LIST_X = D_DIALOG_X + (D_DIALOG_W-D_LIST_W)/2,
D_LIST_Y = D_DIALOG_Y + 20,
D_LIST_H = (D_DIALOG_H-50)-D_LIST_Y,
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,
TEAMTXT_LEN = 43, // max length of a team entry
};
/*
** Button enumerations:
*/
enum {
TEAM_LIST=100,
BUTTON_EDIT,
BUTTON_NEW,
BUTTON_DELETE,
BUTTON_OK,
};
/*
** Dialog variables
*/
bool edit_team = false; // true = user wants to edit
bool new_team = false; // true = user wants to new
bool del_team = false; // true = user wants to new
static int tabs[] = {35, 60, 80, 100}; // list box tab stops
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
/*
** Buttons
*/
GadgetClass * commands = NULL; // the button list
TListClass<CCPtr<TeamTypeClass> > teamlist (TEAM_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);
TextButtonClass newbtn (BUTTON_NEW, "New", TPF_EBUTTON, D_NEW_X, D_NEW_Y, D_NEW_W);
TextButtonClass deletebtn (BUTTON_DELETE, "Delete", TPF_EBUTTON, D_DELETE_X, D_DELETE_Y, D_DELETE_W);
TextButtonClass okbtn (BUTTON_OK, "OK", TPF_EBUTTON, D_OK_X, D_OK_Y, D_OK_W);
/*
** Initialize
*/
Set_Logic_Page(SeenBuff);
/*
** Fill in team names
*/
for (int index = 0; index < TeamTypes.Count(); index++) {
teamlist.Add_Item(TeamTypes.Ptr(index));
}
PNBubble_Sort(&teamlist[0], teamlist.Count());
if (!CurTeam || !CurTeam->IsActive) CurTeam = NULL;
if (CurTeam) {
teamlist.Set_Selected_Index(CurTeam);
CurTeam = teamlist.Current_Item();
} else {
teamlist.Set_Selected_Index(0);
if (TeamTypes.Count()) {
CurTeam = teamlist.Current_Item();
}
}
/*
** Create the list
*/
commands = &teamlist;
editbtn.Add_Tail(*commands);
newbtn.Add_Tail(*commands);
deletebtn.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
/*
** Init tab stops for list
*/
teamlist.Set_Tabs(tabs);
/*
** Main Processing Loop
*/
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback
*/
Call_Back();
/*
** Refresh display if needed
*/
if (display /*&& LogicPage->Lock()*/) {
Hide_Mouse();
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_TEAM_EDIT, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
commands->Draw_All();
Show_Mouse();
display = false;
// LogicPage->Unlock();
}
/*
** Get user input
*/
KeyNumType input = commands->Input();
/*
** Process input
*/
switch (input) {
case (TEAM_LIST | KN_BUTTON):
CurTeam = teamlist.Current_Item();
break;
case (BUTTON_EDIT | KN_BUTTON):
if (teamlist.Count()) {
process = false;
edit_team = true;
}
break;
case (BUTTON_NEW | KN_BUTTON):
process = false;
new_team = true;
break;
case (BUTTON_DELETE | KN_BUTTON):
process = false;
del_team = 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_team) return(1);
if (new_team) return(2);
if (del_team) return(3);
return(0);
}
/***************************************************************************
* MapEditClass::Team_Members -- user picks makeup of a team *
* *
* Team members are rendered in a 24 x 24 area; the Window coordinates *
* have to be set to this area when the object's 'Display()' routine is *
* called. Thus, the dialog's window coords have to be divisible by *
* 24. The height of the dialog is computed based on how many objects *
* there are in it. *
* *
* 10 pixels are left between rows of objects, so the # of that type of *
* object can be displayed underneath the object. *
* *
* <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>Ŀ *
* <20> Team Members <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> [OK] [Cancel] <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> *
* *
* INPUT: *
* house house to display objects for *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* CurTeam must NOT be NULL when this function is called. *
* This routine uses HIDBUFF for data storage. *
* *
* HISTORY: *
* 12/07/1994 BR : Created. *
*=========================================================================*/
//#define TEENSY_WEENSY
/*
** Dialog & button dimensions
*/
enum {
D_DIALOG_W = 640,
D_DIALOG_X = 0,
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
D_TXT6_H = 7,
D_MARGIN = 7,
#ifdef TEENSY_WEENSY
D_PICTURE_W = 32,
D_PICTURE_H = 24,
#else
D_PICTURE_W = 64,
D_PICTURE_H = 48,
#endif
D_ROW_H = (D_PICTURE_H + 3),
D_OK_W = 50,
D_OK_H = 9,
D_OK_X = D_DIALOG_CX - 5 - D_OK_W,
D_OK_Y = 0,
D_CANCEL_W = 50,
D_CANCEL_H = 9,
D_CANCEL_X = D_DIALOG_CX + 5,
D_CANCEL_Y = 0,
};
int MapEditClass::Team_Members(HousesType house)
{
/*
** Button enumerations:
*/
enum {
BUTTON_OK = 100,
BUTTON_CANCEL,
};
/*
** Redraw values: in order from "top" to "bottom" layer of the dialog
** (highest enum is the lowest layer). Each section of the map checks
** the requested redraw level to see if it's supposed to draw; if it's
** >= its level, it redraws.
*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
RedrawType display; // requested redraw level
bool process; // loop while true
/*
** Dialog variables
*/
KeyNumType input; // user input
bool cancel = false; // true = user cancels
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
/*
** Team display variables
*/
const TechnoTypeClass **teamclass; // array of team classes
int *teamcount; // array of class counts
int numcols; // # units displayed horizontally
int numrows; // # units displayed vertically
/*
** Dialog dimensions.
*/
int dlg_y;
int dlg_h; // dialog height
int msg_y; // y-coord for object names
int curclass = -1; // current index into 'teamclass'; can be invalid!
// (is based on current mouse position)
int numclasses; // current # classes in the team (limited to <=5)
int maxclasses; // max # classes available
int i,j;
/*
** Values for timing when mouse held down.
*/
int lheld = 0;
int rheld = 0;
long tdelay[3] = {5, 20, 0};
int tindex = 0;
long heldtime;
/*
** Buttons.
*/
ControlClass * commands;
TextButtonClass okbtn (BUTTON_OK, TXT_OK, TPF_CENTER | TPF_EFNT | TPF_NOSHADOW, D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL, TPF_CENTER | TPF_EFNT | TPF_NOSHADOW, D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
/*
** Set up the team data arrays (ObjectTypeClass pointers & count)
*/
#ifdef WIN32
teamclass = (const TechnoTypeClass **)SysMemPage.Get_Buffer();
teamcount = (int *)SysMemPage.Get_Buffer() + MAX_TEAM_CLASSES * sizeof (ObjectTypeClass *);
#else
teamclass = (const TechnoTypeClass **)HidPage.Get_Buffer();
teamcount = (int *)HidPage.Get_Buffer() + MAX_TEAM_CLASSES * sizeof (ObjectTypeClass *);
#endif
/*
** Fill in the ObjectTypeClass array with all available object type ptrs,
** checking to be sure this house can own the object
*/
i = 0;
for (InfantryType i_id = INFANTRY_FIRST; i_id < INFANTRY_COUNT; i_id++) {
teamclass[i] = &InfantryTypeClass::As_Reference(i_id);
i++;
}
for (AircraftType a_id = AIRCRAFT_FIRST; a_id < AIRCRAFT_COUNT; a_id++) {
teamclass[i] = &AircraftTypeClass::As_Reference(a_id);
i++;
}
for (UnitType u_id = UNIT_FIRST; u_id < UNIT_COUNT; u_id++) {
teamclass[i] = &UnitTypeClass::As_Reference(u_id);
i++;
}
for (VesselType v_id = VESSEL_FIRST; v_id < VESSEL_COUNT; v_id++) {
teamclass[i] = &VesselTypeClass::As_Reference(v_id);
i++;
}
/*
** Save max # classes.
*/
maxclasses = i;
/*
** Fill in the 'count' array with data from the current team:
** - For every class in the current team, find that class type in the
** 'teamclass' array & set its count value
*/
for (j = 0; j < maxclasses; j++) {
teamcount[j] = 0;
}
/*
** Loop through all classes in the team.
*/
for (i = 0; i < CurTeam->ClassCount; i++) {
/*
** Find this class in our array.
*/
for (j = 0; j < maxclasses; j++) {
/*
** Set the count; detect a match between the team's class & the
** 'teamclass' array entry by comparing the actual pointers; typeid
** won't work because E1 & E2 are the same type class.
*/
if (CurTeam->Members[i].Class == teamclass[j]) {
teamcount[j] = CurTeam->Members[i].Quantity;
break;
}
}
}
numclasses = CurTeam->ClassCount;
/*
** Set up the dialog dimensions based on number of classes we have to draw
**
** Compute picture rows & cols.
*/
numcols = (D_DIALOG_W - 16) / D_PICTURE_W;
numrows = (maxclasses + numcols - 1) / numcols;
/*
** Dialog's height = top margin + label + picture rows + margin + label + margin + btn
*/
dlg_h = 400;
dlg_y = 0;
msg_y = dlg_y+dlg_h - 26 - 15;
okbtn.Y = dlg_y + dlg_h - D_MARGIN - D_OK_H - 15;
cancelbtn.Y = dlg_y + dlg_h - D_MARGIN - D_CANCEL_H - 15;
/*
** Draw to SeenPage.
*/
Set_Logic_Page(SeenBuff);
/*
** Make sure 'house' is valid.
*/
// if (house!=HOUSE_GOOD && house!=HOUSE_BAD && house != HOUSE_MULTI1 &&
// house != HOUSE_MULTI2 && house != HOUSE_MULTI3 && house != HOUSE_MULTI4 ) {
// if (Scen.ScenPlayer == SCEN_PLAYER_MPLAYER) {
// house = HOUSE_MULTI1;
// } else {
// house = HOUSE_GOOD;
// }
// }
/*
** Create the list.
*/
commands = &okbtn;
cancelbtn.Add_Tail(*commands);
/*
** Main Processing Loop.
*/
display = REDRAW_ALL;
process = true;
while (process) {
/*
** Invoke game callback.
*/
Call_Back();
/*
** Refresh display if needed.
*/
if (display) {
/*
** Display the dialog box.
*/
Hide_Mouse();
if (display >= REDRAW_BACKGROUND) {
/*
** Display the constant background of this dialog.
*/
Dialog_Box(D_DIALOG_X, dlg_y, D_DIALOG_W, dlg_h);
Draw_Caption(TXT_TEAM_MEMBERS, D_DIALOG_X, dlg_y, D_DIALOG_W);
/*
** Draw the objects.
*/
for (i = 0; i < maxclasses; i++) {
/*
** Display the object along with any count value for it.
*/
Draw_Member(teamclass[i], i, teamcount[i], house);
}
if ((unsigned)curclass < maxclasses) {
Fancy_Text_Print(teamclass[curclass]->Full_Name(),
D_DIALOG_X + D_DIALOG_W / 2, msg_y,
&ColorRemaps[PCOLOR_BROWN], TBLACK,
TPF_CENTER|TPF_EFNT|TPF_NOSHADOW);
}
}
/*
** Redraw the buttons.
*/
if (display >= REDRAW_BUTTONS) {
commands->Draw_All();
}
Show_Mouse();
display = REDRAW_NONE;
}
/*
** Get user input.
*/
input = commands->Input();
/*
** Process input.
*/
switch (input) {
/*
** Mouse buttons set or clear 'held' values
*/
case (KN_LMOUSE):
if (curclass >= 0 && curclass < maxclasses) {
lheld = 1;
tindex = 2;
heldtime = 0;
}
break;
case (KN_RMOUSE):
if (curclass >= 0 && curclass < maxclasses) {
rheld = 1;
tindex = 2;
heldtime = 0;
}
break;
case ((int)KN_LMOUSE | (int)KN_RLSE_BIT):
lheld = 0;
break;
case ((int)KN_RMOUSE | (int)KN_RLSE_BIT):
rheld = 0;
break;
/*
** OK: save values & return.
*/
case (BUTTON_OK | KN_BUTTON):
process = false;
break;
/*
** Cancel: abort & return.
*/
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
default:
/*
** Compute new 'curclass' based on mouse position.
*/
i = (Get_Mouse_X() - 32 - D_DIALOG_X) / D_PICTURE_W +
((Get_Mouse_Y() - (dlg_y+8+11)) / D_ROW_H) * numcols;
/*
** If it's changed, update class label.
*/
if (i != curclass) {
curclass = i;
/*
** Clear out the previously printed name of the item.
*/
Hide_Mouse();
LogicPage->Fill_Rect(D_DIALOG_X + 32, msg_y, D_DIALOG_X + D_DIALOG_W - 64, msg_y + D_TXT6_H, BLACK);
if ((unsigned)curclass < maxclasses) {
Fancy_Text_Print(teamclass[curclass]->Full_Name(),
D_DIALOG_X + D_DIALOG_W / 2, msg_y, scheme, TBLACK, TPF_CENTER|TPF_EFNT|TPF_NOSHADOW);
}
/*
** Force buttons to not be held.
*/
lheld = 0;
rheld = 0;
Show_Mouse();
}
break;
}
/*
** Check for a 'held' mouse button; if it's down, and the correct
** amount of time has gone by, increment/decrement the count for the
** current class.
*/
if (lheld) {
/*
** The first time in, TickCount - heldtime will be larger than
** tdelay[2], so we increment the count immediately; then, we decrement
** tindex to go to the next time delay, which is longer; then, decr.
** again to go to the 1st time delay which is the shortest.
*/
if (TickCount - heldtime > tdelay[tindex]) {
heldtime = TickCount;
if (tindex) {
tindex--;
}
/*
** Detect addition of a new class.
*/
if (teamcount[curclass]==0) {
/*
** Don't allow more classes than we can handle.
*/
if (numclasses == TeamTypeClass::MAX_TEAM_CLASSCOUNT) {
continue;
}
numclasses++;
}
teamcount[curclass]++;
/*
** Update number label.
*/
Draw_Member(teamclass[curclass], curclass, teamcount[curclass], house);
}
} else {
if (rheld) {
/*
** The first time in, TickCount - heldtime will be larger than
** tdelay[2], so we increment the count immediately; then, we decrement
** tindex to go to the next time delay, which is longer; then, decr.
** again to go to the 1st time delay which is the shortest.
*/
if (TickCount - heldtime > tdelay[tindex]) {
if (tindex) {
tindex--;
}
heldtime = TickCount;
if (teamcount[curclass] > 0) {
teamcount[curclass]--;
/*
** Detect removal of a class.
*/
if (teamcount[curclass] == 0) {
numclasses--;
}
}
/*
** Update number label.
*/
Draw_Member(teamclass[curclass], curclass, teamcount[curclass], house);
}
}
}
}
/*
** Copy data into team.
*/
if (!cancel) {
CurTeam->ClassCount = numclasses;
i = 0; // current team class index
for (j = 0; j < maxclasses; j++) {
if (teamcount[j] > 0) {
CurTeam->Members[i].Quantity = teamcount[j];
CurTeam->Members[i].Class = teamclass[j];
i++;
}
}
}
/*
** Redraw the display.
*/
HidPage.Clear();
Flag_To_Redraw(true);
Render();
if (cancel) return(-1);
return(0);
}
/***********************************************************************************************
* MapEditClass::Draw_Member -- Draws a member of the team dialog box. *
* *
* This routine will display the cameo image of the potential team member. In the corner, *
* it will show the current quantity of this member for the current team being edited. *
* *
* INPUT: ptr -- Pointer to the member object type. *
* *
* index -- The index into the team dialog box array of selectable objects. This is *
* used to determine the correct X and Y offsets to draw. *
* *
* quant -- The quantity number to display in the corner of the image. *
* *
* house -- The owner of this object. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/02/1995 JLB : Created. *
*=============================================================================================*/
void MapEditClass::Draw_Member(TechnoTypeClass const * ptr, int index, int quant, HousesType house)
{
int numcols = (D_DIALOG_W - 64) / D_PICTURE_W;
int col = index % numcols;
int row = index / numcols;
int dlg_y = 0;
int x = D_DIALOG_X + 32 + col * D_PICTURE_W;
int y = dlg_y + 8 + 13 + row * D_ROW_H;
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
/*
** Change the window to this box.
*/
WindowList[WINDOW_EDITOR][WINDOWX] = x;
WindowList[WINDOW_EDITOR][WINDOWY] = y;
WindowList[WINDOW_EDITOR][WINDOWWIDTH] = D_PICTURE_W;
WindowList[WINDOW_EDITOR][WINDOWHEIGHT] = D_PICTURE_H;
Change_Window((int)WINDOW_EDITOR);
Hide_Mouse();
Draw_Box(x, y, D_PICTURE_W, D_PICTURE_H, BOXSTYLE_DOWN, true);
ptr->Display(WinW/2, WinH>>1, WINDOW_EDITOR, house);
if (quant > 0) {
Fancy_Text_Print("%d", x+1, y+1, scheme, TBLACK, TPF_8POINT|TPF_DROPSHADOW, quant);
// Fancy_Text_Print("%d", x+1, y+D_PICTURE_H-8, scheme, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_DROPSHADOW, quant);
}
Show_Mouse();
}
#endif