CnC_Remastered_Collection/REDALERT/TEAMTYPE.CPP

1880 lines
74 KiB
C++

//
// 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/TEAMTYPE.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 : TEAMTYPE.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 06/28/96 *
* *
* Last Update : July 30, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* TeamMissionClass::Description -- Compose a text description of team mi *
* TeamMissionClass::Draw_It -- Draws a team mission list box entry. *
* TeamMission_Needs -- Determines what extra data is needed by team miss *
* TeamTypeClass::As_Pointer -- gets ptr for team type with given name *
* TeamTypeClass::Build_INI_Entry -- Builds the INI entry for this team type. *
* TeamTypeClass::Create_One_Of -- Creates a team of this type. *
* TeamTypeClass::Description -- Builds a description of the team. *
* TeamTypeClass::Destroy_All_Of -- Destroy all teams of this type. *
* TeamTypeClass::Detach -- Detach the specified target from this team type. *
* TeamTypeClass::Draw_It -- Display the team type in a list box. *
* TeamTypeClass::Edit -- Edit the team type. *
* TeamTypeClass::Fill_In -- fills in trigger from the given INI entry *
* TeamTypeClass::From_Name -- Converts a name into a team type pointer. *
* TeamTypeClass::Init -- pre-scenario initialization *
* TeamTypeClass::Member_Description -- Builds a member description string *
* TeamTypeClass::Mission_From_Name -- returns mission for given name *
* TeamTypeClass::Name_From_Mission -- returns name for given mission *
* TeamTypeClass::Read_INI -- reads INI data *
* TeamTypeClass::Suggested_New_Team -- Suggests a new team to create. *
* TeamTypeClass::TeamTypeClass -- class constructor *
* TeamTypeClass::Write_INI -- Write out the team types to the INI database. *
* TeamTypeClass::operator delete -- 'delete' operator *
* TeamTypeClass::operator new -- 'new' operator *
* TeamTypeClass::~TeamTypeClass -- class destructor *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
TeamMissionClass TeamMissions[TMISSION_COUNT] = {
{TMISSION_ATTACK},
{TMISSION_ATT_WAYPT},
{TMISSION_FORMATION},
{TMISSION_MOVE},
{TMISSION_MOVECELL},
{TMISSION_GUARD},
{TMISSION_LOOP},
{TMISSION_ATTACKTARCOM},
{TMISSION_UNLOAD},
{TMISSION_DEPLOY},
{TMISSION_HOUND_DOG},
{TMISSION_DO},
{TMISSION_SET_GLOBAL},
{TMISSION_LOAD},
{TMISSION_SPY},
{TMISSION_PATROL},
};
int atoh(char * str);
#if defined(CHEAT_KEYS) || defined(SCENARIO_EDITOR)
/***********************************************************************************************
* TeamTypeClass::Draw_It -- Display the team type in a list box. *
* *
* This is a helper routine that is used when this team type is stored into a list box *
* and must be displayed. It will display the team type as a single line of text. *
* *
* INPUT: see below... *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/30/1996 JLB : Created. *
*=============================================================================================*/
void TeamTypeClass::Draw_It(int , int x, int y, int width, int height, bool selected, TextPrintType flags) const
{
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
static int _tabs[] = {35, 60, 80, 100};
if ((flags & 0x0F) == TPF_6PT_GRAD || (flags & 0x0F) == TPF_EFNT) {
if (selected) {
flags = flags | TPF_BRIGHT_COLOR;
LogicPage->Fill_Rect(x, y, x + width - 1, y + height - 1, scheme->Shadow);
} else {
if (!(flags & TPF_USE_GRAD_PAL)) {
flags = flags | TPF_MEDIUM_COLOR;
}
}
Conquer_Clip_Text_Print(Description(), x, y, scheme, TBLACK, flags, width, _tabs);
} else {
Conquer_Clip_Text_Print(Description(), x, y, (selected ? &ColorRemaps[PCOLOR_DIALOG_BLUE] : &ColorRemaps[PCOLOR_GREY]), TBLACK, flags, width, _tabs);
}
}
#endif
/*
********************************** Globals **********************************
*/
char const * TeamTypeClass::TMissions[TMISSION_COUNT] = {
"Attack...",
"Attack Waypoint...",
"Change Formation to...",
"Move to waypoint...",
"Move to Cell...",
"Guard area (1/10th min)...",
"Jump to line #...",
"Attack Tarcom",
"Unload",
"Deploy",
"Follow friendlies",
"Do this...",
"Set global...",
"Invulnerable",
"Load onto Transport",
"Spy on bldg @ waypt...",
"Patrol to waypoint..."
};
/***************************************************************************
* TeamTypeClass::TeamTypeClass -- class constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/07/1994 BR : Created. *
* 11/22/1995 JLB : Uses initializer constructor method. *
*=========================================================================*/
TeamTypeClass::TeamTypeClass(void) :
AbstractTypeClass(RTTI_TEAMTYPE, TeamTypes.ID(this), TXT_NONE, ""),
IsRoundAbout(false),
IsSuicide(false),
IsAutocreate(false),
IsPrebuilt(true),
IsReinforcable(true),
IsTransient(false),
RecruitPriority(7),
InitNum(0),
MaxAllowed(0),
Fear(0),
House(HOUSE_NONE),
Trigger(0),
Origin(-1),
Number(0),
MissionCount(0),
ClassCount(0)
{
for (int i = 0; i < MAX_TEAM_CLASSCOUNT; i++) {
Members[i].Class = NULL;
Members[i].Quantity = 0;
}
}
/***************************************************************************
* TeamTypeClass::Init -- pre-scenario initialization *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/07/1994 BR : Created. *
*=========================================================================*/
void TeamTypeClass::Init(void)
{
TeamTypes.Free_All();
}
/***************************************************************************
* TeamTypeClass::As_Pointer -- gets ptr for team type with given name *
* *
* INPUT: *
* name name of teamtype *
* *
* OUTPUT: *
* ptr to TeamType with that name *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/07/1994 BR : Created. *
*=========================================================================*/
TeamTypeClass * TeamTypeClass::As_Pointer(char const * name)
{
if (name) {
for (int index = 0; index < TeamTypes.Count(); index++) {
if (!stricmp(name, TeamTypes.Ptr(index)->IniName)) {
return(TeamTypes.Ptr(index));
}
}
}
return(NULL);
}
/***************************************************************************
* TeamTypeClass::Mission_From_Name -- returns team mission for given name *
* *
* INPUT: *
* name name to compare *
* *
* OUTPUT: *
* mission for that name *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/13/1994 BR : Created. *
*=========================================================================*/
TeamMissionType TeamTypeClass::Mission_From_Name(char const * name)
{
if (name) {
for (TeamMissionType order = TMISSION_FIRST; order < TMISSION_COUNT; order++) {
if (stricmp(TMissions[order], name) == 0) {
return(order);
}
}
}
return(TMISSION_NONE);
}
/***************************************************************************
* TeamTypeClass::Name_From_Mission -- returns name for given mission *
* *
* INPUT: *
* order mission to get name for *
* *
* OUTPUT: *
* name of mission *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/13/1994 BR : Created. *
*=========================================================================*/
char const * TeamTypeClass::Name_From_Mission(TeamMissionType order)
{
assert((unsigned)order < TMISSION_COUNT);
return(TMissions[order]);
}
/***************************************************************************
* TeamTypeClass::operator new -- 'new' operator *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* pointer to new TeamType *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/28/1994 BR : Created. *
*=========================================================================*/
void * TeamTypeClass::operator new(size_t )
{
void * ptr = TeamTypes.Allocate();
if (ptr) {
((TeamTypeClass *)ptr)->IsActive = true;
}
return(ptr);
}
/***************************************************************************
* TeamTypeClass::operator delete -- 'delete' operator *
* *
* INPUT: *
* ptr pointer to delete *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/28/1994 BR : Created. *
*=========================================================================*/
void TeamTypeClass::operator delete(void * ptr)
{
if (ptr) {
((TeamTypeClass *)ptr)->IsActive = false;
}
TeamTypes.Free((TeamTypeClass *)ptr);
}
/***********************************************************************************************
* TeamTypeClass::Create_One_Of -- Creates a team of this type. *
* *
* Use this routine to create a team object from this team type. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the newly created team object. If one could not be *
* created, then NULL is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
TeamClass * TeamTypeClass::Create_One_Of(void) const
{
if (ScenarioInit || Number < MaxAllowed) {
// if (ScenarioInit || TeamClass::Number[ID] < MaxAllowed) {
return(new TeamClass(this, HouseClass::As_Pointer(House)));
}
return(NULL);
}
/***********************************************************************************************
* TeamTypeClass::Destroy_All_Of -- Destroy all teams of this type. *
* *
* This routine will destroy all teams of this type. Typical use of this is from a trigger *
* event. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
void TeamTypeClass::Destroy_All_Of(void) const
{
for (int index = 0; index < Teams.Count(); index++) {
TeamClass * team = Teams.Ptr(index);
if (team->Class == this) {
delete team;
index--;
}
}
}
/***********************************************************************************************
* TeamTypeClass::Suggested_New_Team -- Suggests a new team to create. *
* *
* This routine will scan through the team types available and create teams of the *
* type that can best utilize the existing unit mix. *
* *
* INPUT: house -- Pointer to the house that this team is to be created for. *
* *
* atypes -- A bit mask of the aircraft types available for this house. *
* *
* utypes -- A bit mask of the unit types available for this house. *
* *
* itypes -- A bit mask of the infantry types available for this house. *
* *
* vtypes -- A bit mask of the vessel types available for this house. *
* *
* alerted -- Is this house alerted? If true, then the Autocreate teams will be *
* considered in the selection process. *
* *
* OUTPUT: Returns with a pointer to the team type that should be created. If no team should *
* be created, then it returns NULL. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/13/1995 JLB : Created. *
* 07/21/1995 JLB : Will autocreate team even if no members in field. *
*=============================================================================================*/
TeamTypeClass const * TeamTypeClass::Suggested_New_Team(HouseClass * house, long , long , long , long , bool alerted)
//TeamTypeClass const * TeamTypeClass::Suggested_New_Team(HouseClass * house, long atypes, long utypes, long itypes, long vtypes, bool alerted)
{
// TeamTypeClass const * best = NULL;
// int bestvalue = 0;
TeamTypeClass const * choices[20];
int choicecount = 0;
for (int index = 0; index < TeamTypes.Count(); index++) {
TeamTypeClass const * ttype = TeamTypes.Ptr(index);
assert(ttype != NULL);
int maxnum = ttype->MaxAllowed;
if ((alerted && !ttype->IsAutocreate) || (!alerted && ttype->IsAutocreate)) {
maxnum = 0;
}
if (choicecount >= ARRAY_SIZE(choices)) break;
if (ttype != NULL && ttype->House == house->Class->House && ttype->Number < maxnum) {
choices[choicecount++] = ttype;
#ifdef OBSOLETE
/*
** Determine what kind of units this team requires.
*/
long uneeded = 0;
long ineeded = 0;
long vneeded = 0;
long aneeded = 0;
for (int ctype = 0; ctype < ttype->ClassCount; ctype++) {
switch (ttype->Members[ctype].Class->What_Am_I()) {
case RTTI_INFANTRYTYPE:
ineeded |= (1 << ((InfantryTypeClass *)ttype->Members[ctype].Class)->Type);
break;
case RTTI_UNITTYPE:
uneeded |= (1 << ((UnitTypeClass *)ttype->Members[ctype].Class)->Type);
break;
case RTTI_VESSELTYPE:
vneeded |= (1 << ((VesselTypeClass *)ttype->Members[ctype].Class)->Type);
break;
case RTTI_AIRCRAFTTYPE:
aneeded |= (1 << ((AircraftTypeClass *)ttype->Members[ctype].Class)->Type);
break;
}
}
/*
** If this team can use the types required, then consider it a possible
** team type to create.
*/
int value = 0;
if ((aneeded & atypes) != 0 || (ineeded & itypes) != 0 || (uneeded & utypes) != 0 || (vneeded & vtypes) != 0) {
value = ttype->RecruitPriority;
} else {
value = ttype->RecruitPriority/2;
}
if (best == NULL || bestvalue < value) {
bestvalue = value;
best = ttype;
}
#endif
}
}
if (choicecount > 0) {
return(choices[Random_Pick(0, choicecount-1)]);
}
return(NULL);
// return(best);
}
/***********************************************************************************************
* TeamTypeClass::From_Name -- Converts a name into a team type pointer. *
* *
* This routine is used to convert an ASCII name of a team type into the corresponding *
* team type pointer. *
* *
* INPUT: name -- Pointer to the ASCII name of the team type. *
* *
* OUTPUT: Returns with a pointer to the team type that this ASCII name represents. If there *
* is no match, the NULL is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/26/1996 JLB : Created. *
*=============================================================================================*/
TeamTypeClass * TeamTypeClass::From_Name(char const * name)
{
if (name) {
for (int index = 0; index < TeamTypes.Count(); index++) {
if (stricmp(name, TeamTypes.Ptr(index)->IniName) == 0) {
return(TeamTypes.Ptr(index));
}
}
}
return(0);
}
/***********************************************************************************************
* TeamMission_Needs -- Determines what extra data is needed by team mission. *
* *
* This routine will return the required extra data that the specified team mission will *
* need. *
* *
* INPUT: tmtype -- The team mission type to check. *
* *
* OUTPUT: Returns with the data type needed for this team mission. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/26/1996 JLB : Created. *
*=============================================================================================*/
NeedType TeamMission_Needs(TeamMissionType tmtype)
{
switch (tmtype) {
/*
** Requires a formation type.
*/
case TMISSION_FORMATION:
return(NEED_FORMATION);
/*
** Team mission requires a target quarry value.
*/
case TMISSION_ATTACK:
return(NEED_QUARRY);
/*
** Team mission requires a data value.
*/
case TMISSION_MOVECELL:
return(NEED_HEX_NUMBER);
case TMISSION_SET_GLOBAL:
case TMISSION_GUARD:
case TMISSION_LOOP:
return(NEED_NUMBER);
/*
** Team mission requires a waypoint.
*/
case TMISSION_PATROL:
case TMISSION_MOVE:
case TMISSION_ATT_WAYPT:
case TMISSION_SPY:
return(NEED_WAYPOINT);
/*
** Team mission requires a general mission type.
*/
case TMISSION_DO:
return(NEED_MISSION);
default:
break;
}
return(NEED_NONE);
}
#ifdef SCENARIO_EDITOR
/***********************************************************************************************
* TeamMissionClass::Draw_It -- Draws a team mission list box entry. *
* *
* This routine will display a team mission list box entry. It converts the index number *
* into the appropriate text string and then displays the text at the coordinates *
* specified. *
* *
* INPUT: index -- The index number to use when rendering the team mission. *
* *
* x,y -- The X,Y coordinate to use when drawing the team mission entry. *
* *
* width, height -- The dimensions of the area that the description can be *
* rendered into. *
* *
* selected -- Is this entry currently selected? If so, then it should be rendered *
* differently. *
* *
* flags -- Text print control flags used for when the text is printed. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/05/1996 JLB : Created. *
*=============================================================================================*/
void TeamMissionClass::Draw_It(int index, int x, int y, int width, int height, bool selected, TextPrintType flags)
{
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
static int _tabs[] = {13,40};
if ((flags & 0x0F) == TPF_6PT_GRAD || (flags & 0x0F) == TPF_EFNT) {
if (selected) {
flags = flags | TPF_BRIGHT_COLOR;
LogicPage->Fill_Rect(x, y, x + width - 1, y + height - 1,
scheme->Shadow);
} else {
if (!(flags & TPF_USE_GRAD_PAL)) {
flags = flags | TPF_MEDIUM_COLOR;
}
}
Conquer_Clip_Text_Print(Description(index), x, y, scheme, TBLACK, flags, width, _tabs);
} else {
Conquer_Clip_Text_Print(Description(index), x, y,
(selected ? &ColorRemaps[PCOLOR_DIALOG_BLUE] : &ColorRemaps[PCOLOR_GREY]), TBLACK, flags, width, _tabs);
}
}
/***********************************************************************************************
* TeamTypeClass::Edit -- Edit the team type. *
* *
* This routine handles the editing dialog box for the team type. *
* *
* INPUT: none *
* *
* OUTPUT: Was the team type edited? A FALSE indicates that the dialog was canceled. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/05/1996 JLB : Created. *
*=============================================================================================*/
bool TeamTypeClass::Edit(void)
{
/*
** Dialog & button dimensions
*/
enum {
D_DIALOG_W = 400,
D_DIALOG_H = 250,
D_DIALOG_X = 0,
D_DIALOG_Y = 0,
D_NAME_X=D_DIALOG_X+35,
D_NAME_Y=D_DIALOG_Y+27,
ED_WIDTH=40,
D_CHECK_X=D_DIALOG_X+35, // Start of check box attribute list.
D_CHECK_Y=D_NAME_Y+25,
CB_SPACING_Y=9, // Vertical spacing between check box lines.
CB_SPACING_X=8, // Horizontal spacing for check box description text.
D_SPACING_X=9, // Horizontal spacing between data entry fields.
D_CANCEL_W = 50,
D_CANCEL_H = 9,
D_CANCEL_X = D_DIALOG_X + D_DIALOG_W - (D_CANCEL_W+35),
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - (D_CANCEL_H+20),
D_OK_W = 50,
D_OK_H = 9,
D_OK_X = D_DIALOG_X + D_DIALOG_W - (D_OK_W+18)*2,
D_OK_Y = D_CANCEL_Y
};
/*
** Button enumerations:
*/
enum {
BUTTON_NAME=100,
BUTTON_RECRUIT,
BUTTON_MAXNUM,
BUTTON_INITNUM,
BUTTON_HOUSE,
BUTTON_ROUNDABOUT,
BUTTON_LEARNING,
BUTTON_SUICIDE,
BUTTON_AUTO,
BUTTON_PREBUILT,
BUTTON_REINFORCE,
BUTTON_MISSION1,
BUTTON_MISSION2,
BUTTON_ADD,
BUTTON_INSERT,
BUTTON_DELETE,
BUTTON_REPLACE,
BUTTON_ARG,
BUTTON_FORMATION,
BUTTON_MEMBERS,
BUTTON_MISSION,
BUTTON_TRIGGER,
BUTTON_ORIGIN,
BUTTON_OK,
BUTTON_CANCEL,
BUTTON_QUARRY,
};
/*
** Dialog variables:
*/
ControlClass * commands = 0;
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
/*
** Team name edit field.
*/
char name_buf[10];
EditClass name_edt(BUTTON_NAME, name_buf, sizeof(name_buf),
TPF_EFNT | TPF_NOSHADOW,
D_NAME_X, D_NAME_Y, ED_WIDTH, 9, EditClass::ALPHANUMERIC);
strcpy(name_buf, IniName);
commands = &name_edt;
/*
** House ownership of this team.
*/
char housetext[25] = "";
DropListClass housebtn(BUTTON_HOUSE, housetext, sizeof(housetext),
TPF_EFNT | TPF_NOSHADOW,
name_edt.X+name_edt.Width+D_SPACING_X, name_edt.Y, 55, 8*5,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
housebtn.Add_Item(HouseTypeClass::As_Reference(house).IniName);
}
if (House == HOUSE_NONE) House = HOUSE_GOOD;
housebtn.Set_Selected_Index(House);
housebtn.Add(*commands);
/*
** Recruit priority for this team.
*/
char recr_buf[4];
EditClass recr_edt(BUTTON_RECRUIT, recr_buf, sizeof(recr_buf),
TPF_EFNT | TPF_NOSHADOW,
housebtn.X+housebtn.Width+5+D_SPACING_X, housebtn.Y, ED_WIDTH, 9, EditClass::NUMERIC);
sprintf(recr_buf, "%d", RecruitPriority);
recr_edt.Add(*commands);
/*
** Maximum allowed for this team type.
*/
char maxnum_buf[4];
EditClass maxnum_edt(BUTTON_MAXNUM, maxnum_buf, sizeof(maxnum_buf),
TPF_EFNT | TPF_NOSHADOW,
recr_edt.X+recr_edt.Width+D_SPACING_X, recr_edt.Y, ED_WIDTH, 9, EditClass::NUMERIC);
sprintf(maxnum_buf, "%d", MaxAllowed);
maxnum_edt.Add(*commands);
/*
** Initial number for this team type.
*/
char initnum_buf[4];
EditClass initnum_edt(BUTTON_INITNUM, initnum_buf, sizeof(initnum_buf),
TPF_EFNT | TPF_NOSHADOW,
maxnum_edt.X+maxnum_edt.Width+D_SPACING_X, maxnum_edt.Y, ED_WIDTH, 9, EditClass::NUMERIC);
sprintf(initnum_buf, "%d", InitNum);
initnum_edt.Add(*commands);
/*
** Waypoint preference to create/reinforce this team.
*/
char origin[4];
EditClass originbtn(BUTTON_ORIGIN, origin, sizeof(origin),
TPF_EFNT | TPF_NOSHADOW,
initnum_edt.X+initnum_edt.Width+D_SPACING_X, initnum_edt.Y, 20, 9, EditClass::ALPHA);
*originbtn.Get_Text() = '\0';
if (Origin != -1) {
if (Origin < 26) {
sprintf(originbtn.Get_Text(), "%c", Origin + 'A');
} else {
sprintf(originbtn.Get_Text(), "%c%c", (Origin/26) + 'A'-1, Origin % 26 + 'A');
}
}
originbtn.Add(*commands);
/*
** Members of this team control button.
*/
TextButtonClass membersbtn(BUTTON_MEMBERS, "Members", TPF_EBUTTON, name_edt.X, name_edt.Y+12, 50);
membersbtn.Add(*commands);
/*
** Trigger to assign to each member of this team (when object joins team).
*/
char trigtext[25] = "";
DropListClass triggerbtn(BUTTON_TRIGGER, trigtext, sizeof(trigtext),
TPF_EFNT | TPF_NOSHADOW,
D_DIALOG_X+D_DIALOG_W-95, membersbtn.Y, 60, 8*5,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
triggerbtn.Add_Item("<NONE>");
for (int index = 0; index < TriggerTypes.Count(); index++) {
triggerbtn.Add_Item(TriggerTypes.Ptr(index)->IniName);
}
if (Trigger.Is_Valid()) {
triggerbtn.Set_Selected_Index(Trigger->Name());
} else {
triggerbtn.Set_Selected_Index(0);
}
triggerbtn.Add(*commands);
/*
** Roundabout travel logic attribute for this team.
*/
CheckBoxClass roundbtn(BUTTON_ROUNDABOUT, D_CHECK_X, D_CHECK_Y);
if (IsRoundAbout) {
roundbtn.Turn_On();
} else {
roundbtn.Turn_Off();
}
roundbtn.Add(*commands);
/*
** Suicide travel to target attribute.
*/
CheckBoxClass suicidebtn(BUTTON_SUICIDE, D_CHECK_X, roundbtn.Y+CB_SPACING_Y);
if (IsSuicide) {
suicidebtn.Turn_On();
} else {
suicidebtn.Turn_Off();
}
suicidebtn.Add(*commands);
/*
** Autocreate attribute for this team.
*/
CheckBoxClass autocreatebtn(BUTTON_AUTO, D_CHECK_X, suicidebtn.Y+CB_SPACING_Y);
if (IsAutocreate) {
autocreatebtn.Turn_On();
} else {
autocreatebtn.Turn_Off();
}
autocreatebtn.Add(*commands);
/*
** Prebuild team members attribute for this team.
*/
CheckBoxClass prebuildbtn(BUTTON_PREBUILT, D_CHECK_X, autocreatebtn.Y+CB_SPACING_Y);
if (IsPrebuilt) {
prebuildbtn.Turn_On();
} else {
prebuildbtn.Turn_Off();
}
prebuildbtn.Add(*commands);
/*
** Reinforce this team in progress attribute.
*/
CheckBoxClass reinforcebtn(BUTTON_REINFORCE, D_CHECK_X, prebuildbtn.Y+CB_SPACING_Y);
if (IsReinforcable) {
reinforcebtn.Turn_On();
} else {
reinforcebtn.Turn_Off();
}
reinforcebtn.Add(*commands);
/*
** Create drop box of possible team missions. This is used when building/editing the
** team mission list.
*/
char droptext[45];
DropListClass missionlist1(BUTTON_MISSION1, droptext, sizeof(droptext),
TPF_EFNT | TPF_NOSHADOW,
reinforcebtn.X, reinforcebtn.Y+15, 170, 8*8,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (TeamMissionType tm = TMISSION_FIRST; tm < TMISSION_COUNT; tm++) {
missionlist1.Add_Item(TeamTypeClass::Name_From_Mission(tm));
}
missionlist1.Set_Selected_Index(0);
missionlist1.Add_Tail(*commands);
/*
** Optional mission argument entry field.
*/
char arg_buf[6] = {0};
EditClass arg_edt(BUTTON_ARG, arg_buf, sizeof(arg_buf),
TPF_EFNT | TPF_NOSHADOW,
missionlist1.X + missionlist1.Width + 15, missionlist1.Y, 60, -1, EditClass::ALPHANUMERIC);
// arg_edt.Add(*commands);
char qtext[55];
DropListClass qlist(BUTTON_QUARRY, qtext, sizeof(qtext),
TPF_EFNT | TPF_NOSHADOW,
missionlist1.X + missionlist1.Width + 15, missionlist1.Y, 100, 5*8,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (QuarryType q = QUARRY_FIRST; q < QUARRY_COUNT; q++) {
qlist.Add_Item(QuarryName[q]);
}
qlist.Set_Selected_Index(0);
qlist.Add_Tail(*commands);
char ftext[55];
DropListClass flist(BUTTON_FORMATION, ftext, sizeof(ftext),
TPF_EFNT | TPF_NOSHADOW,
missionlist1.X + missionlist1.Width + 15, missionlist1.Y, 100, 5*8,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (FormationType f = FORMATION_FIRST; f < FORMATION_COUNT; f++) {
flist.Add_Item(FormationName[f]);
}
flist.Set_Selected_Index(0);
flist.Add_Tail(*commands);
char mtext[55];
DropListClass mlist(BUTTON_MISSION, mtext, sizeof(mtext),
TPF_EFNT | TPF_NOSHADOW,
missionlist1.X + missionlist1.Width + 15, missionlist1.Y, 100, 5*8,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (MissionType m = MISSION_FIRST; m < MISSION_COUNT; m++) {
mlist.Add_Item(MissionClass::Mission_Name(m));
}
mlist.Set_Selected_Index(0);
mlist.Add_Tail(*commands);
TListClass<TeamMissionClass *> missionlist2(BUTTON_MISSION2, missionlist1.X+60, missionlist1.Y+22, 240, 8*7,
TPF_EFNT | TPF_NOSHADOW,
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (index = 0; index < MissionCount; index++) {
missionlist2.Add_Item(new TeamMissionClass(MissionList[index]));
// missionlist2.Add_Item(&TeamMissions[MissionList[index].Mission]);
}
static int tabs[] = {13, 40}; // list box tab stops
missionlist2.Set_Tabs(tabs);
missionlist2.Add_Tail(*commands);
/*
** Mission editing command buttons.
*/
TextButtonClass addbtn(BUTTON_ADD, "Append", TPF_EBUTTON, D_NAME_X, missionlist1.Y+missionlist1.Height+1, 50);
addbtn.Add(*commands);
TextButtonClass insertbtn(BUTTON_INSERT, "Insert", TPF_EBUTTON, addbtn.X, addbtn.Y+10, 50);
insertbtn.Add(*commands);
TextButtonClass delbtn(BUTTON_DELETE, "Delete", TPF_EBUTTON, insertbtn.X, insertbtn.Y+10, 50);
delbtn.Add(*commands);
TextButtonClass repbtn(BUTTON_REPLACE, "Replace", TPF_EBUTTON, delbtn.X, delbtn.Y+10, 50);
repbtn.Add(*commands);
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);
/*
** Create the list
*/
okbtn.Add(*commands);
cancelbtn.Add_Tail(*commands);
/*
** Main Processing Loop
*/
int lastindex = -1;
int lastcount = -1;
int lastbutton = -1;
bool cancel = false;
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback
*/
Call_Back();
/*
** Refresh display if needed
*/
if (display) {
/*
** Add the optional data entry field as necessary.
*/
arg_edt.Remove();
qlist.Remove();
flist.Remove();
mlist.Remove();
switch (TeamMission_Needs(TeamMissionType(missionlist1.Current_Index()))) {
default:
break;
case NEED_MISSION:
mlist.Add(*commands);
break;
case NEED_FORMATION:
flist.Add(*commands);
break;
case NEED_WAYPOINT:
case NEED_NUMBER:
case NEED_HEX_NUMBER:
arg_edt.Add(*commands);
break;
case NEED_QUARRY:
qlist.Add(*commands);
break;
}
/*
** Display the dialog box
*/
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);
/*
** Draw the captions
*/
Fancy_Text_Print("Name:", name_edt.X, name_edt.Y-7, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("House:", housebtn.X, housebtn.Y-7, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("Pri:", recr_edt.X, recr_edt.Y-7, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("Max:", maxnum_edt.X, maxnum_edt.Y-7, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("Num:", initnum_edt.X, initnum_edt.Y-7, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("Loc:", originbtn.X, originbtn.Y-7, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("# Team Mission", missionlist2.X, missionlist2.Y-7, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("Trigger:", triggerbtn.X-4, triggerbtn.Y+1, scheme, TBLACK, TPF_RIGHT | TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print(Member_Description(), membersbtn.X + membersbtn.Width + 3, membersbtn.Y+1, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("Use safest, possibly longer, route to target?", roundbtn.X+CB_SPACING_X, roundbtn.Y, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("Charge toward target ignoring distractions?", suicidebtn.X+CB_SPACING_X, suicidebtn.Y, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("Only 'Autocreate A.I.' uses this team type?", autocreatebtn.X+CB_SPACING_X, autocreatebtn.Y, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("Prebuild team members before team is created?", prebuildbtn.X+CB_SPACING_X, prebuildbtn.Y, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
Fancy_Text_Print("Automatically reinforce team whenever possible?", reinforcebtn.X+CB_SPACING_X, reinforcebtn.Y, scheme, TBLACK, TPF_EFNT | TPF_NOSHADOW);
/*
** Redraw the buttons
*/
commands->Draw_All();
Show_Mouse();
display = false;
}
/*
** Get user input
*/
KeyNumType input = commands->Input();
/*
** Process input
*/
switch (input) {
/*
** Select a Mission on the right-hand mission list; update the Argument
** field to reflect the current value. This only serves as an aide to editing
** the team mission list.
*/
case BUTTON_MISSION2 | KN_BUTTON:
if (missionlist2.Count() && lastcount == missionlist2.Count() && lastbutton == BUTTON_MISSION2 && lastindex == missionlist2.Current_Index()) {
missionlist1.Set_Selected_Index(missionlist2.Current_Item()->Mission);
switch (TeamMission_Needs(missionlist2.Current_Item()->Mission)) {
case NEED_MISSION:
mlist.Set_Selected_Index(missionlist2.Current_Item()->Data.Mission);
break;
case NEED_FORMATION:
flist.Set_Selected_Index(missionlist2.Current_Item()->Data.Formation);
break;
case NEED_NUMBER:
sprintf(arg_edt.Get_Text(), "%d", missionlist2.Current_Item()->Data.Value);
break;
case NEED_HEX_NUMBER:
sprintf(arg_edt.Get_Text(), "%x", missionlist2.Current_Item()->Data.Value);
break;
case NEED_QUARRY:
strcpy(qlist.Get_Text(), QuarryName[missionlist2.Current_Item()->Data.Quarry]);
break;
case NEED_WAYPOINT:
if (missionlist2.Current_Item()->Data.Value < 26) {
sprintf(arg_edt.Get_Text(), "%c", missionlist2.Current_Item()->Data.Value + 'A');
} else {
sprintf(arg_edt.Get_Text(), "%c%c", (missionlist2.Current_Item()->Data.Value)/26 + 'A'-1, (missionlist2.Current_Item()->Data.Value % 26) + 'A');
}
break;
}
}
lastindex = missionlist2.Current_Index();
lastcount = missionlist2.Count();
display = true;
break;
/*
** Add current mission data to current position of team mission list. Any
** subsequent missions get moved downward.
*/
case BUTTON_INSERT | KN_BUTTON:
if (missionlist2.Count() < MAX_TEAM_MISSIONS) {
TeamMissionClass * tm = new TeamMissionClass;
tm->Mission = TeamMissionType(missionlist1.Current_Index());
tm->Data.Value = 0;
switch (TeamMission_Needs(tm->Mission)) {
case NEED_MISSION:
tm->Data.Mission = MissionType(mlist.Current_Index());
break;
case NEED_FORMATION:
tm->Data.Formation = FormationType(flist.Current_Index());
break;
case NEED_QUARRY:
tm->Data.Quarry = QuarryType(qlist.Current_Index());
break;
case NEED_NUMBER:
tm->Data.Value = atoi(arg_edt.Get_Text());
break;
case NEED_HEX_NUMBER:
tm->Data.Value = atoh(arg_edt.Get_Text());
break;
case NEED_WAYPOINT:
tm->Data.Value = toupper(*arg_edt.Get_Text()) - 'A';
if ( *((arg_edt.Get_Text())+1)) {
tm->Data.Value = (tm->Data.Value+1)*26;
tm->Data.Value += toupper(*((arg_edt.Get_Text())+1)) - 'A';;
}
if ((unsigned)tm->Data.Value >= WAYPT_HOME) {
tm->Data.Value = 0;
}
break;
default:
tm->Data.Value = 0;
break;
}
missionlist2.Insert_Item(tm);
}
display = true;
break;
/*
** Add mission data to the end of the mission list.
*/
case BUTTON_ADD | KN_BUTTON:
if (missionlist2.Count() < MAX_TEAM_MISSIONS) {
TeamMissionClass * tm = new TeamMissionClass;
tm->Mission = TeamMissionType(missionlist1.Current_Index());
tm->Data.Value = 0;
switch (TeamMission_Needs(tm->Mission)) {
case NEED_MISSION:
tm->Data.Mission = MissionType(mlist.Current_Index());
break;
case NEED_FORMATION:
tm->Data.Formation = FormationType(flist.Current_Index());
break;
case NEED_QUARRY:
tm->Data.Quarry = QuarryType(qlist.Current_Index());
break;
case NEED_NUMBER:
tm->Data.Value = atoi(arg_edt.Get_Text());
break;
case NEED_HEX_NUMBER:
tm->Data.Value = atoh(arg_edt.Get_Text());
break;
case NEED_WAYPOINT:
tm->Data.Value = toupper(*arg_edt.Get_Text()) - 'A';;
if ( *((arg_edt.Get_Text())+1)) {
tm->Data.Value = (tm->Data.Value+1)*26;
tm->Data.Value += toupper(*((arg_edt.Get_Text())+1)) - 'A';;
}
if ((unsigned)tm->Data.Value >= WAYPT_HOME) {
tm->Data.Value = 0;
}
break;
default:
tm->Data.Value = 0;
break;
}
missionlist2.Add_Item(tm);
display = true;
}
break;
/*
** Replace the currently selected mission with the work mission data.
*/
case BUTTON_REPLACE | KN_BUTTON:
if (missionlist2.Count()) {
TeamMissionClass * tm = missionlist2.Current_Item();
tm->Mission = TeamMissionType(missionlist1.Current_Index());
tm->Data.Value = 0;
switch (TeamMission_Needs(tm->Mission)) {
case NEED_MISSION:
tm->Data.Mission = MissionType(mlist.Current_Index());
break;
case NEED_FORMATION:
tm->Data.Formation = FormationType(flist.Current_Index());
break;
case NEED_QUARRY:
tm->Data.Quarry = QuarryType(qlist.Current_Index());
break;
case NEED_NUMBER:
tm->Data.Value = atoi(arg_edt.Get_Text());
break;
case NEED_HEX_NUMBER:
tm->Data.Value = atoh(arg_edt.Get_Text());
break;
case NEED_WAYPOINT:
tm->Data.Value = toupper(*arg_edt.Get_Text()) - 'A';
if ( *((arg_edt.Get_Text())+1)) {
tm->Data.Value = (tm->Data.Value+1)*26;
tm->Data.Value += toupper(*((arg_edt.Get_Text())+1)) - 'A';
}
if ((unsigned)tm->Data.Value >= WAYPT_HOME) {
tm->Data.Value = 0;
}
break;
default:
tm->Data.Value = 0;
break;
}
missionlist2[missionlist2.Current_Index()] = tm;
}
display = true;
break;
/*
** Delete the currently selected mission.
*/
case BUTTON_DELETE | KN_BUTTON:
if (missionlist2.Count()) {
TeamMissionClass * tm = missionlist2.Current_Item();
missionlist2.Remove_Index(missionlist2.Current_Index());
delete tm;
}
display = true;
break;
/*
** Invoke the members dialog
*/
case BUTTON_MEMBERS | KN_BUTTON:
/*
** Take editor focus away
*/
membersbtn.Turn_Off();
/*
** Invoke the dialog
*/
Map.Team_Members(HousesType(housebtn.Current_Index()));
/*
** Redraw
*/
display = true;
break;
/*
** When the OK button is selected, lift the values from the dialog box
** and place them into the team type object.
*/
case BUTTON_OK | KN_BUTTON:
strtrim(name_edt.Get_Text());
if (strlen(name_edt.Get_Text()) != 0) {
strcpy(IniName, name_edt.Get_Text());
} else {
strcpy(IniName, "----");
}
IsRoundAbout = roundbtn.IsOn;
IsSuicide = suicidebtn.IsOn;
IsAutocreate = autocreatebtn.IsOn;
IsPrebuilt = prebuildbtn.IsOn;
IsReinforcable = reinforcebtn.IsOn;
RecruitPriority = atoi(recr_edt.Get_Text());
InitNum = atoi(initnum_edt.Get_Text());
MaxAllowed = atoi(maxnum_edt.Get_Text());
House = HousesType(housebtn.Current_Index());
Trigger = NULL;
if (triggerbtn.Current_Index() > 0) {
Trigger = TriggerTypes.Ptr(triggerbtn.Current_Index()-1);
}
MissionCount = missionlist2.Count();
for (index = 0; index < MissionCount; index++) {
MissionList[index].Data.Value = 0; // Clears extra bits.
MissionList[index] = *missionlist2[index];
}
#ifdef TOFIX
// the mission class objects pointed to in the list should be deleted?
#endif
if (strlen(originbtn.Get_Text())) {
if (strlen(originbtn.Get_Text()) == 1) {
Origin = toupper(*originbtn.Get_Text()) - 'A';
} else {
Origin = (toupper(*originbtn.Get_Text())+1 - 'A' ) * 26;
Origin += toupper(*(originbtn.Get_Text()+1)) - 'A';
}
} else {
Origin = -1;
}
cancel = false;
process = false;
break;
/*
** Cancel: return
*/
case BUTTON_CANCEL | KN_BUTTON:
cancel = true;
process = false;
break;
/*
** Unrecognized events are ignored. If any button related event is
** detected, then collapse any drop down list boxes. This keeps the
** dialog box clean.
*/
default:
if (input & KN_BUTTON) {
housebtn.Collapse();
missionlist1.Collapse();
triggerbtn.Collapse();
display = true;
}
break;
}
/*
** Record the last dialog control touched so that a double click
** can be detected.
*/
if (input & KN_BUTTON) {
lastbutton = (input & ~KN_BUTTON);
}
}
return(!cancel);
}
int atoh(char * str)
{
int retval = 0;
while (*str) {
retval *= 16;
if (*str >= '0' && *str <= '9') {
retval += *str-'0';
} else {
if (*str >= 'a' && *str <= 'f') {
retval += 10 + (*str - 'a');
} else {
if (*str >= 'A' && *str <= 'F') {
retval += 10 + (*str - 'A');
}
}
}
str++;
}
return(retval);
}
#endif
#if defined(CHEAT_KEYS) || defined(SCENARIO_EDITOR)
/***********************************************************************************************
* TeamTypeClass::Member_Description -- Builds a member description string. *
* *
* This routine will build a team member description string. The string will be composed *
* of the team member type and quantity. As many team member types will be listed that *
* can fit within a reasonable size. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the text string that contains a description of the team *
* type members. *
* *
* WARNINGS: The return string may be truncated if necessary to fit within reasonable size *
* limits. *
* *
* HISTORY: *
* 01/05/1996 JLB : Created. *
*=============================================================================================*/
char const * TeamTypeClass::Member_Description(void) const
{
static char buffer[128];
buffer[0] = '\0';
/*
** Fill in class & count for all classes
*/
for (int index = 0; index < ClassCount; index++) {
char txt[10];
strcat(buffer, Members[index].Class->IniName);
strcat(buffer, ":");
sprintf(txt, "%d", Members[index].Quantity);
strcat(buffer, txt);
if (index < ClassCount-1) {
strcat(buffer, ",");
}
}
if (strlen(buffer) > 25) {
strcpy(&buffer[25-3], "...");
}
return(buffer);
}
/***********************************************************************************************
* TeamTypeClass::Description -- Builds a description of the team. *
* *
* This routine will build a brief description of the team type. This description is used *
* in the team type list. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the composed text string that represents the team type. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/05/1996 JLB : Created. *
*=============================================================================================*/
char const * TeamTypeClass::Description(void) const
{
static char _buffer[128];
char extra = ' ';
char loc[3];
loc[0] = loc[1] = loc[2] = 0;
if (IsAutocreate) extra = '*';
if (Origin > -1) {
// if (Origin != -1) {
if (Origin < 26) {
loc[0] = 'A' + Origin;
} else {
loc[0] = Origin / 26 + 'A'-1;
loc[1] = Origin % 26 + 'A';
}
}
sprintf(_buffer, "%s\t%s\t%c%s\t%d\t%s", IniName, HouseTypeClass::As_Reference(House).Suffix, extra, loc, MissionCount, Member_Description());
return(_buffer);
}
/***********************************************************************************************
* TeamMissionClass::Description -- Compose a text description of team mission. *
* *
* This routine will create a text representation of a team mission. This description will *
* be used in the list of team missions for display purposes. *
* *
* INPUT: index -- The index to assign to this team. The index is used since some team *
* missions refer to the another team mission by index number. *
* *
* OUTPUT: Returns with a pointer to the team mission text. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/05/1996 JLB : Created. *
*=============================================================================================*/
char const * TeamMissionClass::Description(int index) const
{
static char buffer[64];
sprintf(buffer, "%d\t%s", index, TeamTypeClass::Name_From_Mission(Mission));
switch (TeamMission_Needs(Mission)) {
case NEED_MISSION:
strcat(buffer, MissionClass::Mission_Name(Data.Mission));
break;
case NEED_FORMATION:
strcat(buffer, FormationName[Data.Quarry]);
break;
case NEED_NUMBER:
sprintf(&buffer[strlen(buffer)], "%d", Data.Value);
break;
case NEED_HEX_NUMBER:
sprintf(&buffer[strlen(buffer)], "%x", Data.Value);
break;
case NEED_QUARRY:
strcat(buffer, QuarryName[Data.Quarry]);
break;
case NEED_WAYPOINT:
if (Data.Value < 26) {
sprintf(&buffer[strlen(buffer)], "%c", Data.Value + 'A');
} else {
sprintf(&buffer[strlen(buffer)], "%c%c", (Data.Value/26) + 'A'-1, (Data.Value % 26) + 'A');
}
break;
}
return(buffer);
}
#endif
/***********************************************************************************************
* TeamTypeClass::Detach -- Detach the specified target from this team type. *
* *
* This routine is called when some object is about to be removed from the game system and *
* all references to it must be severed. This will check to see if the specified object *
* is a trigger that this team refers to. If so, then the reference will be cleared. *
* *
* INPUT: target -- The target object to remove references to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/30/1996 JLB : Created. *
*=============================================================================================*/
void TeamTypeClass::Detach(TARGET target, bool)
{
if (Is_Target_TriggerType(target) && Trigger.Is_Valid() && Trigger == As_TriggerType(target)) {
Trigger = NULL;
}
}
/***************************************************************************
* TeamTypeClass::Read_INI -- reads INI data *
* *
* INI entry format: *
* TeamName = Housename,Roundabout,Learning,Suicide,Spy,Mercenary, *
* RecruitPriority,MaxAllowed,InitNum,Fear, *
* ClassCount,Class:Num,Class:Num,..., *
* MissionCount,Mission:Arg,Mission:Arg,Mission:Arg,... *
* *
* INPUT: *
* buffer buffer to hold the INI data *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/07/1994 BR : Created. *
* 02/01/1995 BR : No del team if no classes (editor needs empty teams!) *
*=========================================================================*/
void TeamTypeClass::Read_INI(CCINIClass & ini)
{
TeamTypeClass * team; // Working team pointer.
char buf[500]; // INI entry buffer
int len = ini.Entry_Count(INI_Name());
/*
** Loop for all team entries, create and fill in.
*/
for (int index = 0; index < len; index++) {
team = new TeamTypeClass();
if (team != NULL) {
char const * entry = ini.Get_Entry(INI_Name(), index);
ini.Get_String(INI_Name(), entry, NULL, buf, sizeof(buf));
team->Fill_In((char *)entry, buf);
}
}
}
/***********************************************************************************************
* TeamTypeClass::Fill_In -- fills in trigger from the given INI entry *
* *
* This routine fills in the given teamtype with the given name, and values from *
* the given INI entry. *
* *
* (This routine is used by the scenario editor, to import teams from the MASTER.INI file.) *
* *
* INI entry format: *
* TeamName = Housename,Roundabout,Learning,Suicide,Spy,Mercenary, *
* RecruitPriority,MaxAllowed,InitNum,Fear, *
* ClassCount,Class:Num,Class:Num,..., *
* MissionCount,Mission:Arg,Mission:Arg,Mission:Arg,... *
* *
* INPUT: *
* name mnemonic for the desired trigger *
* entry INI entry to parse *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/28/1994 BR : Created. *
* 11/29/1995 JLB : Revamped to use new team class. *
*=============================================================================================*/
void TeamTypeClass::Fill_In(char * name, char * entry)
{
assert(TeamTypes.ID(this) == ID);
/*
** Set its name
*/
Set_Name(name);
House = HousesType(atoi(strtok(entry, ",")));
int code;
switch (NewINIFormat) {
default:
code = atoi(strtok(NULL, ","));
IsRoundAbout = ((code & 0x0001) != 0);
IsSuicide = ((code & 0x0002) != 0);
IsAutocreate = ((code & 0x0004) != 0);
IsPrebuilt = ((code & 0x0008) != 0);
IsReinforcable = ((code & 0x0010) != 0);
break;
case 0:
case 1:
IsRoundAbout = atoi(strtok(NULL, ","));
IsSuicide = atoi(strtok(NULL, ","));
IsAutocreate = atoi(strtok(NULL, ","));
IsPrebuilt = atoi(strtok(NULL, ","));
IsReinforcable = atoi(strtok(NULL, ","));
break;
}
RecruitPriority = atoi(strtok(NULL, ","));
InitNum = atoi(strtok(NULL, ","));
MaxAllowed = atoi(strtok(NULL, ","));
Origin = atoi(strtok(NULL, ","));
switch (NewINIFormat) {
default:
Trigger.Set_Raw(atoi(strtok(NULL, ",")));
break;
case 0:
case 1:
// Throw this token away -- it isn't used.
strtok(NULL, ",");
break;
}
/*
** Fetch the team member types and quantity values.
*/
ClassCount = atoi(strtok(NULL, ","));
for (int index = 0; index < ClassCount; index++) {
char * p1 = strtok(NULL, ",:");
char * p2 = strtok(NULL, ",:");
TechnoTypeClass const * otype = NULL;
/*
** See if this is an infantry name
*/
InfantryType i_id = InfantryTypeClass::From_Name(p1);
if (i_id != INFANTRY_NONE) {
otype = &InfantryTypeClass::As_Reference(i_id);
} else {
/*
** See if this is a unit name
*/
UnitType u_id = UnitTypeClass::From_Name(p1);
if (u_id != UNIT_NONE) {
otype = &UnitTypeClass::As_Reference(u_id);
} else {
/*
** See if this is an aircraft name
*/
AircraftType a_id = AircraftTypeClass::From_Name(p1);
if (a_id != AIRCRAFT_NONE) {
otype = &AircraftTypeClass::As_Reference(a_id);
} else {
/*
** See if this is a vessel name.
*/
VesselType v_id = VesselTypeClass::From_Name(p1);
if (v_id != VESSEL_NONE) {
otype = &VesselTypeClass::As_Reference(v_id);
}
}
}
}
/*
** If the name was resolved, add this class
*/
if (otype) {
if (index < MAX_TEAM_CLASSCOUNT) {
Members[index].Class = otype;
Members[index].Quantity = atoi(p2);
}
} else {
ClassCount--;
if (index == 0) break;
index--;
}
}
ClassCount = min(MAX_TEAM_CLASSCOUNT, ClassCount);
/*
** Fetch the missions assigned to this team type.
*/
MissionCount = atoi(strtok(NULL, ","));
for (int index = 0; index < MissionCount; index++) {
MissionList[index].Mission = TeamMissionType(atoi(strtok(NULL, ",:")));
MissionList[index].Data.Value = atoi(strtok(NULL, ",:"));
}
if (NewINIFormat < 2) {
/*
** Fetch the trigger ID.
*/
Trigger.Set_Raw(atoi(strtok(NULL, ",")));
}
}
/***********************************************************************************************
* TeamTypeClass::Write_INI -- Write out the team types to the INI database. *
* *
* This routine will take all team types and write them out to the INI database specified. *
* *
* INPUT: ini -- Reference to the INI database that will hold al the teams. *
* *
* OUTPUT: none *
* *
* WARNINGS: All preexisting team data in the database will be erased by this routine. *
* *
* HISTORY: *
* 07/30/1996 JLB : Created. *
*=============================================================================================*/
void TeamTypeClass::Write_INI(CCINIClass & ini)
{
ini.Clear("TeamTypes");
ini.Clear(INI_Name());
/*
** Now write all the team data out
*/
for (int index = 0; index < TeamTypes.Count(); index++) {
// for (int index = TeamTypes.Count()-1; index >= 0; index--) {
TeamTypeClass * team = TeamTypes.Ptr(index);
char buf[256];
buf[0] = 0;
team->Build_INI_Entry(buf);
ini.Put_String(INI_Name(), team->IniName, buf);
}
}
/***********************************************************************************************
* TeamTypeClass::Build_INI_Entry -- Builds the INI entry for this team type. *
* *
* This routine is used to build the text string that will go into the INI database for *
* a team of this type. This text string will be parsed back into a team object when the *
* scenario INI is read in. *
* *
* INPUT: buf -- Pointer to a buffer that will hold the team text entry. *
* *
* OUTPUT: none *
* *
* WARNINGS: Be sure that the buffer can hold the string build. A size of 80 or so is *
* usually sufficient. *
* *
* HISTORY: *
* 07/30/1996 JLB : Created. *
*=============================================================================================*/
void TeamTypeClass::Build_INI_Entry(char * buf)
{
int code = 0;
code |= IsRoundAbout ? 0x0001 : 0;
code |= IsSuicide ? 0x0002 : 0;
code |= IsAutocreate ? 0x0004 : 0;
code |= IsPrebuilt ? 0x0008 : 0;
code |= IsReinforcable ? 0x0010 : 0;
/*
** Output the general data for this team type.
*/
sprintf(buf, "%d,%d,%d,%d,%d,%d,%d",
House,
code,
RecruitPriority,
InitNum,
MaxAllowed,
Origin,
TriggerTypes.Logical_ID(Trigger)
);
buf += strlen(buf);
/*
** For every class in the team, record the class's name & desired count
*/
sprintf (buf, ",%d", ClassCount);
buf += strlen(buf);
for (int i = 0; i < ClassCount; i++) {
sprintf (buf, ",%s:%d", Members[i].Class->IniName, Members[i].Quantity);
buf += strlen(buf);
}
/*
** Record the # of missions, and each mission name & argument value.
*/
sprintf(buf, ",%d", MissionCount);
buf += strlen(buf);
for (int i = 0; i < MissionCount; i++) {
sprintf (buf, ",%d:%d", MissionList[i].Mission, MissionList[i].Data.Value);
buf += strlen(buf);
}
}