CnC_Remastered_Collection/TIBERIANDAWN/MAPEDDLG.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

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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: F:\projects\c&c\vcs\code\mapeddlg.cpv 2.18 16 Oct 1995 16:49:00 JOE_BOSTIC $ */
/***************************************************************************
** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S **
***************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : MAPEDDLG.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : November 18, 1994 *
* *
* Last Update : December 12, 1994 [BR] *
* *
*-------------------------------------------------------------------------*
* Map Editor dialogs & main menu options *
*-------------------------------------------------------------------------*
* Functions: *
* MapEditClass::New_Scenario -- creates a new scenario *
* MapEditClass::Load_Scenario -- loads a scenario INI file *
* MapEditClass::Save_Scenario -- saves current scenario to an INI file *
* MapEditClass::Pick_Scenario -- dialog for choosing scenario *
* MapEditClass::Size_Map -- lets user set size & location of map *
* MapEditClass::Scenario_Dialog -- scenario global parameters dialog *
* MapEditClass::Handle_Triggers -- processes the trigger dialogs *
* MapEditClass::Select_Trigger -- lets user select a trigger *
* MapEditClass::Edit_Trigger -- lets user edit a [new] trigger *
* MapEditClass::Import_Triggers -- lets user import triggers *
* MapEditClass::Import_Teams -- lets user import teams *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#ifdef SCENARIO_EDITOR
/***************************************************************************
* MapEditClass::New_Scenario -- creates a new scenario *
* *
* - Prompts user for scenario data (house, scenario #); sets globals *
* PlayerPtr (for house) & Scenario (for scenario #) *
* - Prompts user for map size *
* - Initializes the scenario by calling Clear_Scenario(), which calls *
* everybody's Init() routine *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = new scenario created, -1 = not *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::New_Scenario(void)
{
int scen_num = Scenario;
ScenarioPlayerType player = ScenPlayer;
ScenarioDirType dir = ScenDir;
ScenarioVarType var = ScenVar;
int rc;
HousesType house;
/*
------------------------ Prompt for scenario info ------------------------
*/
rc = Pick_Scenario("New Scenario", &scen_num, &player, &dir, &var, 1);
if (rc != 0) {
return(-1);
}
/*
-------------------------- Blow away everything --------------------------
*/
Clear_Scenario();
/*
----------------------------- Set parameters -----------------------------
*/
Scenario = scen_num;
ScenPlayer = player;
ScenDir = dir;
ScenVar = var;
Set_Scenario_Name(ScenarioName,scen_num,player,dir,var);
/*
----------------------------- Create houses ------------------------------
*/
for (house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
new HouseClass(house);
}
if (ScenPlayer == SCEN_PLAYER_MPLAYER) {
PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI1);
PlayerPtr->IsHuman = true;
LastHouse = HOUSE_MULTI1;
} else {
if (player == SCEN_PLAYER_GDI) {
PlayerPtr = HouseClass::As_Pointer(HOUSE_GOOD);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_BAD;
} else {
if (player == SCEN_PLAYER_NOD) {
PlayerPtr = HouseClass::As_Pointer(HOUSE_BAD);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_GOOD;
} else {
PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI4);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_MULTI4;
}
}
LastHouse = HOUSE_GOOD;
}
/*
-------------------------- Init the entire map ---------------------------
*/
Init_Clear();
Fill_In_Data();
/*
-------------------------- Prompt for map size ---------------------------
*/
Size_Map(-1,-1,20,20);
/*
------ Set the Home & Reinforcement Cells to the center of the map -------
*/
Waypoint[WAYPT_REINF] = XY_Cell(MapCellX + MapCellWidth / 2, MapCellY + MapCellHeight / 2);
Waypoint[WAYPT_HOME] = XY_Cell(MapCellX + MapCellWidth / 2, MapCellY + MapCellHeight / 2);
(*this)[Coord_Cell(TacticalCoord)].IsWaypoint = 1;
Flag_Cell(Coord_Cell(TacticalCoord));
ScenarioInit++;
Set_Tactical_Position(Cell_Coord(Waypoint[WAYPT_HOME]));
ScenarioInit--;
return(0);
}
/***************************************************************************
* MapEditClass::Load_Scenario -- loads a scenario INI file *
* *
* - Prompts user for scenario data (house, scenario #); sets globals *
* PlayerPtr (for house) & Scenario (for scenario #) *
* - Loads the INI file for that scenario *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Load_Scenario(void)
{
int scen_num = Scenario;
ScenarioPlayerType player = ScenPlayer;
ScenarioDirType dir = ScenDir;
ScenarioVarType var = ScenVar;
int rc;
/*
------------------------ Prompt for scenario info ------------------------
*/
rc = Pick_Scenario("Load Scenario", &scen_num, &player, &dir, &var, 1);
if (rc != 0) {
return(-1);
}
/*
----------------------------- Set parameters -----------------------------
*/
Scenario = scen_num;
ScenPlayer = player;
ScenDir = dir;
ScenVar = var;
Set_Scenario_Name(ScenarioName,scen_num,player,dir,var);
/*------------------------------------------------------------------------
Read_Scenario_Ini() must be able to set PlayerPtr to the right house:
- Reading the INI will create the house objects
- PlayerPtr must be set before any Techno objects are created
- For GDI or NOD scenarios, PlayerPtr is set by reading the INI;
but for multiplayer, it's set via the MPlayerLocalID; so, here we have
to set various multiplayer variables to fool the Assign_Houses() routine
into working properly.
------------------------------------------------------------------------*/
if (ScenPlayer == SCEN_PLAYER_MPLAYER) {
MPlayerLocalID = Build_MPlayerID(2,HOUSE_GOOD);
MPlayerCount = 1;
LastHouse = HOUSE_MULTI1;
}
else if (ScenPlayer==SCEN_PLAYER_JP) {
PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI4);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_MULTI4;
}
else {
LastHouse = HOUSE_GOOD;
}
/*
-------------------------- Blow away everything --------------------------
*/
Clear_Scenario();
/*
------------------------------ Read the INI ------------------------------
*/
if (Read_Scenario_Ini(ScenarioName) == 0) {
CCMessageBox().Process("Unable to read scenario!");
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
} else {
Fill_In_Data();
Set_Palette(GamePalette);
}
return(0);
}
/***************************************************************************
* MapEditClass::Save_Scenario -- saves current scenario to an INI file *
* *
* - Prompts user for scenario data (house, scenario #); sets globals *
* PlayerPtr (for house) & Scenario (for scenario #) *
* - Saves the INI file for this scenario *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, -1 = error/cancel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Save_Scenario(void)
{
int scen_num = Scenario;
ScenarioPlayerType player = ScenPlayer;
ScenarioDirType dir = ScenDir;
ScenarioVarType var = ScenVar;
int rc;
FILE *fp;
char fname[13];
/*
------------------------ Prompt for scenario info ------------------------
*/
rc = Pick_Scenario("Save Scenario", &scen_num, &player, &dir, &var, 0);
if (rc != 0) {
return(-1);
}
/*
------------------- Warning if scenario already exists -------------------
*/
Set_Scenario_Name(fname, scen_num, player, dir, var);
fp = fopen(fname,"rb");
if (fp) {
fclose(fp);
rc = CCMessageBox().Process("File exists. Replace?", TXT_YES, TXT_NO);
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
if (rc==1)
return(-1);
}
/*
----------------------------- Set parameters -----------------------------
*/
Scenario = scen_num;
ScenPlayer = player;
ScenDir = dir;
ScenVar = var;
Set_Scenario_Name(ScenarioName,scen_num,player,dir,var);
/*------------------------------------------------------------------------
Player may have changed from GDI to NOD, so change playerptr accordingly
------------------------------------------------------------------------*/
if (ScenPlayer == SCEN_PLAYER_GDI || ScenPlayer==SCEN_PLAYER_NOD) {
if (ScenPlayer==SCEN_PLAYER_GDI) {
PlayerPtr = HouseClass::As_Pointer(HOUSE_GOOD);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_BAD;
} else {
if (ScenPlayer == SCEN_PLAYER_NOD) {
PlayerPtr = HouseClass::As_Pointer(HOUSE_BAD);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_GOOD;
} else {
PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI4);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_MULTI4;
}
}
LastHouse = HOUSE_GOOD;
}
/*
----------------------------- Write the INI ------------------------------
*/
Write_Scenario_Ini(ScenarioName);
return(0);
}
/***************************************************************************
* MapEditClass::Pick_Scenario -- dialog for choosing scenario *
* *
* Prompts user for: *
* - House (GDI, NOD) *
* - Scenario # *
* *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> Caption <20> *
* <20> <20> *
* <20> Scenario ___ <20> *
* <20> Version ___ <20> *
* <20> <20> *
* <20> [East] [West] <20> *
* <20> <20> *
* <20> [ GDI ] <20> *
* <20> [ NOD ] <20> *
* <20> [Multi-Player] <20> *
* <20> <20> *
* <20> [OK] [Cancel] <20> *
* <20> <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* caption string to use as a title *
* scen_nump output: ptr to scenario # *
* playerp output: ptr to player type *
* dirp output: ptr to direction *
* varp output: ptr to variation *
* multi 1 = allow to change single/multiplayer; 0 = not *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Pick_Scenario(char const * caption, int *scen_nump,
ScenarioPlayerType *playerp, ScenarioDirType *dirp, ScenarioVarType *varp,
int multi)
{
/*........................................................................
Dialog & button dimensions
........................................................................*/
enum {
D_DIALOG_W = 400, // dialog width
D_DIALOG_H = 328, // dialog height
D_DIALOG_X = ((640 - D_DIALOG_W) / 2), // centered x-coord
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2), // centered y-coord
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2), // coord of x-center
D_TXT8_H = 22, // ht of 8-pt text
D_MARGIN = 14, // margin width/height
D_SCEN_W = 90, // Scenario # width
D_SCEN_H = 18, // Scenario # height
D_SCEN_X = D_DIALOG_CX + 5, // Scenario # x
D_SCEN_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN, // Scenario # y
D_VARA_W = 26, // Version A width
D_VARA_H = 18, // Version A height
D_VARA_X = D_DIALOG_CX - (D_VARA_W * 5) / 2, // Version A x
D_VARA_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version A y
D_VARB_W = 26, // Version B width
D_VARB_H = 18, // Version B height
D_VARB_X = D_VARA_X + D_VARA_W, // Version B x
D_VARB_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version B y
D_VARC_W = 26, // Version C width
D_VARC_H = 18, // Version C height
D_VARC_X = D_VARB_X + D_VARB_W, // Version C x
D_VARC_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version C y
D_VARD_W = 26, // Version D width
D_VARD_H = 18, // Version D height
D_VARD_X = D_VARC_X + D_VARC_W, // Version D x
D_VARD_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version D y
D_VARLOSE_W = 26, // Version Lose width
D_VARLOSE_H = 18, // Version Lose height
D_VARLOSE_X = D_VARD_X + D_VARD_W, // Version Lose x
D_VARLOSE_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version Lose y
D_EAST_W = 100, // EAST width
D_EAST_H = 18, // EAST height
D_EAST_X = D_DIALOG_CX - D_EAST_W - 5, // EAST x
D_EAST_Y = D_VARLOSE_Y + D_VARLOSE_H + D_MARGIN,// EAST y
D_WEST_W = 100, // WEST width
D_WEST_H = 18, // WEST height
D_WEST_X = D_DIALOG_CX + 5, // WEST x
D_WEST_Y = D_VARLOSE_Y + D_VARLOSE_H + D_MARGIN,// EAST y
D_GDI_W = 140, // GDI width
D_GDI_H = 18, // GDI height
D_GDI_X = D_DIALOG_CX - (D_GDI_W / 2), // GDI x
D_GDI_Y = D_EAST_Y + D_EAST_H + D_MARGIN, // GDI y
D_NOD_W = 140, // NOD width
D_NOD_H = 18, // NOD height
D_NOD_X = D_DIALOG_CX - (D_NOD_W / 2), // NOD x
D_NOD_Y = D_GDI_Y + D_GDI_H, // NOD y
D_NEU_W = 140, // Neutral width
D_NEU_H = 18, // Neutral height
D_NEU_X = D_DIALOG_CX - (D_NOD_W / 2), // Neutral x
D_NEU_Y = D_NOD_Y + D_NOD_H, // Neutral y
D_MPLAYER_W = 140, // Multi-Player width
D_MPLAYER_H = 18, // Multi-Player height
D_MPLAYER_X = D_DIALOG_CX - (D_MPLAYER_W / 2), // Multi-Player x
D_MPLAYER_Y = D_NEU_Y + D_NEU_H, // Multi-Player y
D_OK_W = 90, // OK width
D_OK_H = 18, // OK height
D_OK_X = D_DIALOG_CX - D_OK_W - 5, // OK x
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - D_MARGIN, // OK y
D_CANCEL_W = 90, // Cancel width
D_CANCEL_H = 18, // Cancel height
D_CANCEL_X = D_DIALOG_CX + 5, // Cancel x
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - D_MARGIN, // Cancel y
};
/*........................................................................
Button enumerations
........................................................................*/
enum {
BUTTON_GDI=100,
BUTTON_NOD,
BUTTON_NEUTRAL,
BUTTON_MPLAYER,
BUTTON_EAST,
BUTTON_WEST,
BUTTON_OK,
BUTTON_CANCEL,
BUTTON_SCENARIO,
BUTTON_VAR_A,
BUTTON_VAR_B,
BUTTON_VAR_C,
BUTTON_VAR_D,
BUTTON_VAR_L,
};
/*........................................................................
Redraw values: in order from "top" to "bottom" layer of the dialog
........................................................................*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*........................................................................
Dialog variables
........................................................................*/
RedrawType display; // requested redraw level
bool process; // loop while true
KeyNumType input;
bool cancel = false; // true = user cancels
/*........................................................................
Other Variables
........................................................................*/
char scen_buf[10]={0}; // buffer for editing scenario #
/*........................................................................
Buttons
........................................................................*/
ControlClass *commands = NULL; // the button list
EditClass editbtn (BUTTON_SCENARIO,
scen_buf, 5,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_SCEN_X, D_SCEN_Y, D_SCEN_W, D_SCEN_H, EditClass::NUMERIC);
TextButtonClass varabtn (BUTTON_VAR_A, "A",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_VARA_X, D_VARA_Y, D_VARA_W, D_VARA_H);
TextButtonClass varbbtn (BUTTON_VAR_B, "B",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_VARB_X, D_VARB_Y, D_VARB_W, D_VARB_H);
TextButtonClass varcbtn (BUTTON_VAR_C, "C",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_VARC_X, D_VARC_Y, D_VARC_W, D_VARC_H);
TextButtonClass vardbtn (BUTTON_VAR_D, "D",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_VARD_X, D_VARD_Y, D_VARD_W, D_VARD_H);
TextButtonClass varlbtn (BUTTON_VAR_L, "L",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_VARLOSE_X, D_VARLOSE_Y, D_VARLOSE_W, D_VARLOSE_H);
TextButtonClass gdibtn (BUTTON_GDI, "GDI",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_GDI_X, D_GDI_Y, D_GDI_W, D_GDI_H);
TextButtonClass nodbtn (BUTTON_NOD, "NOD",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NOD_X, D_NOD_Y, D_NOD_W, D_NOD_H);
TextButtonClass playermbtn (BUTTON_MPLAYER, "Multi Player",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_MPLAYER_X, D_MPLAYER_Y, D_MPLAYER_W, D_MPLAYER_H);
TextButtonClass eastbtn (BUTTON_EAST, "East",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_EAST_X, D_EAST_Y, D_EAST_W, D_EAST_H);
TextButtonClass westbtn (BUTTON_WEST, "West",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_WEST_X, D_WEST_Y, D_WEST_W, D_WEST_H);
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
/*
------------------------------- Initialize -------------------------------
*/
Set_Logic_Page(SeenBuff);
sprintf(scen_buf,"%d",(*scen_nump)); // init edit buffer
editbtn.Set_Text(scen_buf,5);
varabtn.Turn_Off();
varbbtn.Turn_Off();
varcbtn.Turn_Off();
vardbtn.Turn_Off();
varlbtn.Turn_Off();
switch (*varp) {
case SCEN_VAR_A:
varabtn.Turn_On();
break;
case SCEN_VAR_B:
varbbtn.Turn_On();
break;
case SCEN_VAR_C:
varcbtn.Turn_On();
break;
case SCEN_VAR_D:
vardbtn.Turn_On();
break;
case SCEN_VAR_LOSE:
varlbtn.Turn_On();
break;
}
/*
......................... Create the button list .........................
*/
commands = &editbtn;
varabtn.Add_Tail(*commands);
varbbtn.Add_Tail(*commands);
varcbtn.Add_Tail(*commands);
vardbtn.Add_Tail(*commands);
varlbtn.Add_Tail(*commands);
if (multi) {
gdibtn.Add_Tail(*commands);
nodbtn.Add_Tail(*commands);
playermbtn.Add_Tail(*commands);
} else {
if ((*playerp) == SCEN_PLAYER_MPLAYER) {
playermbtn.Add_Tail(*commands);
} else {
gdibtn.Add_Tail(*commands);
nodbtn.Add_Tail(*commands);
}
}
eastbtn.Add_Tail(*commands);
westbtn.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
cancelbtn.Add_Tail(*commands);
/*
......................... Init the button states .........................
*/
if ((*playerp) == SCEN_PLAYER_GDI) {
gdibtn.Turn_On();
nodbtn.Turn_Off();
playermbtn.Turn_Off();
} else {
if ((*playerp) == SCEN_PLAYER_NOD) {
gdibtn.Turn_Off();
nodbtn.Turn_On();
playermbtn.Turn_Off();
} else {
gdibtn.Turn_Off();
nodbtn.Turn_Off();
playermbtn.Turn_On();
}
}
if ((*dirp)==SCEN_DIR_EAST) {
eastbtn.Turn_On();
westbtn.Turn_Off();
} else {
eastbtn.Turn_Off();
westbtn.Turn_On();
}
/*
-------------------------- Main Processing Loop --------------------------
*/
display = REDRAW_ALL;
process = true;
while (process) {
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored){
AllSurfaces.SurfacesRestored=FALSE;
display=REDRAW_ALL;
}
/*
........................ Invoke game callback .........................
*/
Call_Back();
/*
...................... Refresh display if needed ......................
*/
if (display) {
/*
...................... Display the dialog box ......................
*/
Hide_Mouse();
if (display >= REDRAW_BACKGROUND) {
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
....................... Draw the captions .......................
*/
Fancy_Text_Print(caption, D_DIALOG_CX, D_DIALOG_Y + D_MARGIN,
CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print("Scenario", D_DIALOG_CX - 5,
D_SCEN_Y, CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | 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) {
case (BUTTON_VAR_A | KN_BUTTON):
(*varp) = SCEN_VAR_A;
varabtn.Turn_On();
varbbtn.Turn_Off();
varcbtn.Turn_Off();
vardbtn.Turn_Off();
varlbtn.Turn_Off();
break;
case (BUTTON_VAR_B | KN_BUTTON):
(*varp) = SCEN_VAR_B;
varabtn.Turn_Off();
varbbtn.Turn_On();
varcbtn.Turn_Off();
vardbtn.Turn_Off();
varlbtn.Turn_Off();
break;
case (BUTTON_VAR_C | KN_BUTTON):
(*varp) = SCEN_VAR_C;
varabtn.Turn_Off();
varbbtn.Turn_Off();
varcbtn.Turn_On();
vardbtn.Turn_Off();
varlbtn.Turn_Off();
break;
case (BUTTON_VAR_D | KN_BUTTON):
(*varp) = SCEN_VAR_D;
varabtn.Turn_Off();
varbbtn.Turn_Off();
varcbtn.Turn_Off();
vardbtn.Turn_On();
varlbtn.Turn_Off();
break;
case (BUTTON_VAR_L | KN_BUTTON):
(*varp) = SCEN_VAR_LOSE;
varabtn.Turn_Off();
varbbtn.Turn_Off();
varcbtn.Turn_Off();
vardbtn.Turn_Off();
varlbtn.Turn_On();
break;
case (BUTTON_EAST | KN_BUTTON):
(*dirp) = SCEN_DIR_EAST;
eastbtn.Turn_On();
westbtn.Turn_Off();
break;
case (BUTTON_WEST | KN_BUTTON):
(*dirp) = SCEN_DIR_WEST;
eastbtn.Turn_Off();
westbtn.Turn_On();
break;
case (BUTTON_GDI | KN_BUTTON):
(*playerp) = SCEN_PLAYER_GDI;
gdibtn.Turn_On();
nodbtn.Turn_Off();
playermbtn.Turn_Off();
break;
case (BUTTON_NOD | KN_BUTTON):
(*playerp) = SCEN_PLAYER_NOD;
gdibtn.Turn_Off();
nodbtn.Turn_On();
playermbtn.Turn_Off();
break;
case (BUTTON_MPLAYER | KN_BUTTON):
(*playerp) = SCEN_PLAYER_MPLAYER;
gdibtn.Turn_Off();
nodbtn.Turn_Off();
playermbtn.Turn_On();
break;
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
cancel = false;
process = false;
break;
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
case (BUTTON_SCENARIO | KN_BUTTON):
break;
default:
break;
}
}
/*
--------------------------- Redraw the display ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
/*
------------------------- If cancel, just return -------------------------
*/
if (cancel)
return(-1);
/*
------------------------ Save selections & return ------------------------
*/
(*scen_nump) = atoi(scen_buf);
return(0);
}
/***************************************************************************
* MapEditClass::Size_Map -- lets user set size & location of map *
* *
* Lets the user select a side of the map and expand/shrink it to the *
* desired size, or move the whole map around the available map area. *
* *
* The entire available map area is displayed, but the map is limited such *
* that there's always one blank cell around the map; this lets objects *
* properly exit the screen, since they have a blank undisplayed cell to *
* exit onto. *
* *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ Clear Terrain <20> *
* <20> <20> <20> Water <20> *
* <20> <20> <20> Tiberium <20> *
* <20> <20> <20> Rock/Wall/Road <20> *
* <20> <20> (Map Area) <20> GDI Unit <20> *
* <20> <20> <20> NOD Unit <20> *
* <20> <20> <20> Neutral Unit <20> *
* <20> <20> <20> Terrain Object <20> *
* <20> <20> <20> Starting Cell <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> <20> *
* <20> X Y Width Height <20> *
* <20> ## ## ## ## <20> *
* <20> <20> *
* <20> <20> *
* <20> [OK] [Cancel] <20> *
* <20> <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* x,y,w,h: initial size parameters (-1 = center the thing) *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Size_Map(int x, int y, int w, int h)
{
/*........................................................................
Dialog & button dimensions
........................................................................*/
enum {
D_DIALOG_W = 480, // dialog width
D_DIALOG_H = 280, // dialog height
D_DIALOG_X = ((640 - D_DIALOG_W) / 2), // centered x-coord
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2), // centered y-coord
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2), // coord of x-center
D_TXT8_H = 22, // ht of 8-pt text
D_MARGIN = 14, // margin width/height
D_BORD_X1 = D_DIALOG_X + (D_DIALOG_W / 2 - MAP_CELL_W) / 2,
D_BORD_Y1 = D_DIALOG_Y + 10,
D_BORD_X2 = D_BORD_X1 + MAP_CELL_W + 1,
D_BORD_Y2 = D_BORD_Y1 + MAP_CELL_H + 1,
D_OK_W = 90, // OK width
D_OK_H = 18, // OK height
D_OK_X = D_DIALOG_CX - D_OK_W - 5, // OK x
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - D_MARGIN, // OK y
D_CANCEL_W = 90, // Cancel width
D_CANCEL_H = 18, // Cancel height
D_CANCEL_X = D_DIALOG_CX + 5, // Cancel x
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - D_MARGIN, // Cancel y
};
/*........................................................................
Button enumerations:
........................................................................*/
enum {
BUTTON_OK=100,
BUTTON_CANCEL,
};
/*........................................................................
Redraw values: in order from "top" to "bottom" layer of the dialog
........................................................................*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_MAP, // includes map interior & coord values
REDRAW_BACKGROUND, // includes box, map bord, key, coord labels, btns
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*........................................................................
Dialog variables:
........................................................................*/
bool process; // Loop while true
RedrawType display; // requested redraw level
bool cancel = false; // true = user cancels
KeyNumType input; // user input
int grabbed = 0; // 1=TLeft,2=TRight,3=BRight,4=BLeft
int map_x1; // map coords x1, pixel coords
int map_x2; // map coords x2, pixel coords
int map_y1; // map coords y1, pixel coords
int map_y2; // map coords y2, pixel coords
int delta1, delta2; // mouse-click proximity
int mx,my; // last-saved mouse coords
char txt[40];
int txt_x,txt_y; // for displaying text
unsigned index; // for drawing map symbology
CELL cell; // for drawing map symbology
int color; // for drawing map symbology
ObjectClass * occupier; // cell's occupier
/*........................................................................
Buttons
........................................................................*/
ControlClass *commands = NULL;
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
/*
------------------------------- Initialize -------------------------------
*/
Set_Logic_Page(SeenBuff);
/*........................................................................
Set up the actual map area relative to the map's border coords
........................................................................*/
if (x==-1) {
map_x1 = D_BORD_X1 + (MAP_CELL_W - w) / 2 + 1;
} else {
map_x1 = D_BORD_X1 + x + 1;
}
if (y==-1) {
map_y1 = D_BORD_Y1 + (MAP_CELL_H - h) / 2 + 1;
} else {
map_y1 = D_BORD_Y1 + y + 1;
}
map_x2 = map_x1 + w - 1;
map_y2 = map_y1 + h - 1;
/*
------------------------- Build the button list --------------------------
*/
commands = &okbtn;
cancelbtn.Add_Tail(*commands);
/*------------------------------------------------------------------------
Main processing loop
------------------------------------------------------------------------*/
display = REDRAW_ALL;
process = true;
while (process) {
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored){
AllSurfaces.SurfacesRestored=FALSE;
display=REDRAW_ALL;
}
/*
------------------------ Invoke game callback -------------------------
*/
Call_Back();
/*
---------------------- Refresh display if needed ----------------------
*/
if (display) {
Hide_Mouse();
/*------------------------------------------------------------------
Redraw the background, map border, key, and coord labels
------------------------------------------------------------------*/
if (display >= REDRAW_BACKGROUND) {
/*
.......................... Background ...........................
*/
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
..................... Draw the map border .......................
*/
LogicPage->Lock();
LogicPage->Draw_Rect(D_BORD_X1, D_BORD_Y1, D_BORD_X2, D_BORD_Y2, CC_GREEN_SHADOW);
for (index = D_BORD_X1; index < D_BORD_X2;
index += (320/ICON_PIXEL_W)) {
LogicPage->Put_Pixel(index, D_BORD_Y1-1, CC_GREEN_SHADOW);
LogicPage->Put_Pixel(index, D_BORD_Y2+1, CC_GREEN_SHADOW);
}
for (index = D_BORD_Y1; index < D_BORD_Y2-8;
index += (200/ICON_PIXEL_H)) {
LogicPage->Put_Pixel(D_BORD_X1-1, index, CC_GREEN_SHADOW);
LogicPage->Put_Pixel(D_BORD_X2+1, index, CC_GREEN_SHADOW);
}
/*...............................................................
Draw the map "key"
...............................................................*/
txt_x = D_DIALOG_CX;
txt_y = D_DIALOG_Y + 8;
Fancy_Text_Print("Clear Terrain", txt_x, txt_y, LTGREY, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
txt_y += 16;
Fancy_Text_Print("Water", txt_x, txt_y, BLUE, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
txt_y += 16;
Fancy_Text_Print("Tiberium", txt_x, txt_y, GREY, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
txt_y += 16;
Fancy_Text_Print("Rock/Wall/Road", txt_x, txt_y, BROWN, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
txt_y += 16;
Fancy_Text_Print("GDI Unit", txt_x, txt_y, YELLOW, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
txt_y += 16;
Fancy_Text_Print("Nod Unit", txt_x, txt_y, RED, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
txt_y += 16;
Fancy_Text_Print("Neutral Unit", txt_x, txt_y, PURPLE, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
txt_y += 16;
Fancy_Text_Print("Terrain Object", txt_x, txt_y, DKGREEN, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
txt_y += 16;
Fancy_Text_Print("Starting Cell", txt_x, txt_y, WHITE, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
/*
.................. Draw the coordinate labels ...................
*/
txt_x = D_DIALOG_X + D_DIALOG_W / 8;
txt_y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - 10 - 33;
Fancy_Text_Print("X", txt_x, txt_y, CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
txt_x += (D_DIALOG_W - 20) / 4;
Fancy_Text_Print("Y", txt_x, txt_y, CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
txt_x += (D_DIALOG_W - 20) / 4;
Fancy_Text_Print("Width", txt_x, txt_y, CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
txt_x += (D_DIALOG_W - 20) / 4;
Fancy_Text_Print("Height", txt_x, txt_y, CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
LogicPage->Unlock();
/*
...................... Redraw the buttons .......................
*/
commands->Flag_List_To_Redraw();
}
/*------------------------------------------------------------------
Redraw the map symbology & location
------------------------------------------------------------------*/
if (display >= REDRAW_MAP) {
LogicPage->Lock();
/*
.................... Erase the map interior .....................
*/
LogicPage->Fill_Rect(D_BORD_X1 + 1, D_BORD_Y1 + 1, D_BORD_X2 - 1, D_BORD_Y2 - 1, BLACK);
/*...............................................................
Draw Land map symbols (use color according to Ground[] array).
...............................................................*/
for (cell=0; cell < MAP_CELL_TOTAL; cell++) {
occupier = (*this)[cell].Cell_Occupier();
if (occupier == NULL) {
color = Ground[(*this)[cell].Land_Type()].Color;
LogicPage->Put_Pixel(D_BORD_X1 + Cell_X(cell) + 1, D_BORD_Y1 + Cell_Y(cell) + 1, color);
}
}
LogicPage->Unlock();
/*
................. Draw the actual map location ..................
*/
LogicPage->Draw_Rect(map_x1, map_y1, map_x2, map_y2, WHITE);
switch (grabbed) {
case 1:
LogicPage->Draw_Line(map_x1, map_y1, map_x1 + 5, map_y1, BLUE);
LogicPage->Draw_Line(map_x1, map_y1, map_x1, map_y1 + 5, BLUE);
break;
case 2:
LogicPage->Draw_Line(map_x2, map_y1, map_x2 - 5, map_y1, BLUE);
LogicPage->Draw_Line(map_x2, map_y1, map_x2, map_y1 + 5, BLUE);
break;
case 3:
LogicPage->Draw_Line(map_x2, map_y2, map_x2 - 5, map_y2, BLUE);
LogicPage->Draw_Line(map_x2, map_y2, map_x2, map_y2 - 5, BLUE);
break;
case 4:
LogicPage->Draw_Line(map_x1, map_y2, map_x1 + 5, map_y2, BLUE);
LogicPage->Draw_Line(map_x1, map_y2, map_x1, map_y2 - 5, BLUE);
break;
case 5:
LogicPage->Draw_Rect(map_x1, map_y1, map_x2, map_y2, BLUE);
break;
default:
break;
}
/*...............................................................
Draw Unit map symbols (Use the radar map color according to
that specified in the house type class object.
DKGREEN = terrain object
...............................................................*/
for (cell=0; cell < MAP_CELL_TOTAL; cell++) {
occupier = (*this)[cell].Cell_Occupier();
if (occupier) {
color = DKGREEN;
if (occupier && occupier->Owner() != HOUSE_NONE) {
color = HouseClass::As_Pointer(occupier->Owner())->Class->Color;
}
LogicPage->Put_Pixel(D_BORD_X1 + Cell_X(cell) + 1, D_BORD_Y1 + Cell_Y(cell) + 1, color);
}
}
/*
...................... Draw Home location .......................
*/
LogicPage->Put_Pixel(D_BORD_X1 + Cell_X(Waypoint[WAYPT_HOME]) + 1, D_BORD_Y1 + Cell_Y(Waypoint[WAYPT_HOME]) + 1, WHITE);
/*
..................... Erase old coordinates .....................
*/
LogicPage->Fill_Rect( D_DIALOG_X + 7,
D_DIALOG_Y + D_DIALOG_H - D_OK_H - 10 - 22,
D_DIALOG_X + D_DIALOG_W - 7,
D_DIALOG_Y + D_DIALOG_H - D_OK_H - 10 - 22 + 10, BLACK);
/*
..................... Draw the coordinates ......................
*/
txt_x = D_DIALOG_X + D_DIALOG_W / 8;
txt_y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - 10 - 22;
sprintf(txt,"%d",map_x1 - D_BORD_X1 - 1);
Fancy_Text_Print(txt, txt_x, txt_y, CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
txt_x += (D_DIALOG_W - 20) / 4;
sprintf(txt,"%d",map_y1 - D_BORD_Y1 - 1);
Fancy_Text_Print(txt, txt_x, txt_y, CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
txt_x += (D_DIALOG_W - 20) / 4;
sprintf(txt,"%d",map_x2 - map_x1 + 1);
Fancy_Text_Print(txt, txt_x, txt_y, CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
txt_x += (D_DIALOG_W - 20) / 4;
sprintf(txt,"%d",map_y2 - map_y1 + 1);
Fancy_Text_Print(txt, txt_x, txt_y, CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
}
Show_Mouse();
display = REDRAW_NONE;
}
/*
------------------------- Process user input --------------------------
*/
input = commands->Input();
/*.....................................................................
Normal button processing: This is done when the mouse button is NOT
being held down ('grabbed' is 0).
.....................................................................*/
if (grabbed == 0) {
switch (input) {
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
cancel = false;
process = false;
break;
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
case KN_LMOUSE:
/*
....................... Grab top left ........................
*/
delta1 = abs(_Kbd->MouseQX - map_x1);
delta2 = abs(_Kbd->MouseQY - map_y1);
if (delta1 < 3 && delta2 < 3) {
grabbed = 1;
mx = _Kbd->MouseQX;
my = _Kbd->MouseQY;
display = REDRAW_MAP;
break;
}
/*
...................... Grab top right ........................
*/
delta1 = abs(_Kbd->MouseQX - map_x2);
delta2 = abs(_Kbd->MouseQY - map_y1);
if (delta1 < 3 && delta2 < 3) {
grabbed = 2;
mx = _Kbd->MouseQX;
my = _Kbd->MouseQY;
display = REDRAW_MAP;
break;
}
/*
..................... Grab bottom right ......................
*/
delta1 = abs(_Kbd->MouseQX - map_x2);
delta2 = abs(_Kbd->MouseQY - map_y2);
if (delta1 < 3 && delta2 < 3) {
grabbed = 3;
mx = _Kbd->MouseQX;
my = _Kbd->MouseQY;
display = REDRAW_MAP;
break;
}
/*
..................... Grab bottom left .......................
*/
delta1 = abs(_Kbd->MouseQX - map_x1);
delta2 = abs(_Kbd->MouseQY - map_y2);
if (delta1 < 3 && delta2 < 3) {
grabbed = 4;
mx = _Kbd->MouseQX;
my = _Kbd->MouseQY;
display = REDRAW_MAP;
break;
}
/*
..................... Grab the whole map .....................
*/
delta1 = abs(_Kbd->MouseQX - ((map_x1 + map_x2) / 2));
delta2 = abs(_Kbd->MouseQY - ((map_y1 + map_y2) / 2));
if (delta1 < (map_x2 - map_x1) / 4 &&
delta2 < (map_y2 - map_y1) / 4) {
grabbed = 5;
mx = _Kbd->MouseQX;
my = _Kbd->MouseQY;
display = REDRAW_MAP;
}
break;
default:
break;
}
} else {
/*.....................................................................
Mouse motion processing: This is done while the left mouse button IS
being held down.
- First, check for the button release; if detected, un-grab
- Then, handle mouse motion. WWLIB doesn't pass through a KN_MOUSE_MOVE
value while the button is being held down, so this case must be
trapped as a default.
.....................................................................*/
switch (input) {
case ((int)KN_LMOUSE | (int)KN_RLSE_BIT):
grabbed = 0;
display = REDRAW_MAP;
break;
default:
delta1 = Get_Mouse_X() - mx;
delta2 = Get_Mouse_Y() - my;
if (delta1==0 && delta2==0) {
break;
}
/*
....................... Move top left ........................
*/
if (grabbed==1) {
map_x1 += delta1;
if (map_x1 > map_x2 - 2) {
map_x1 = map_x2 - 2;
} else {
if (map_x1 < D_BORD_X1 + 2) {
map_x1 = D_BORD_X1 + 2;
}
}
map_y1 += delta2;
if (map_y1 > map_y2 - 2) {
map_y1 = map_y2 - 2;
} else {
if (map_y1 < D_BORD_Y1 + 2) {
map_y1 = D_BORD_Y1 + 2;
}
}
display = REDRAW_MAP;
mx = Get_Mouse_X();
my = Get_Mouse_Y();
}
/*
....................... Move top right .......................
*/
if (grabbed==2) {
map_x2 += delta1;
if (map_x2 < map_x1 + 2) {
map_x2 = map_x1 + 2;
} else {
if (map_x2 > D_BORD_X2 - 2) {
map_x2 = D_BORD_X2 - 2;
}
}
map_y1 += delta2;
if (map_y1 > map_y2 - 2) {
map_y1 = map_y2 - 2;
} else {
if (map_y1 < D_BORD_Y1 + 2) {
map_y1 = D_BORD_Y1 + 2;
}
}
display = REDRAW_MAP;
mx = Get_Mouse_X();
my = Get_Mouse_Y();
}
/*
..................... Move bottom right ......................
*/
if (grabbed==3) {
map_x2 += delta1;
if (map_x2 < map_x1 + 2) {
map_x2 = map_x1 + 2;
} else {
if (map_x2 > D_BORD_X2 - 2) {
map_x2 = D_BORD_X2 - 2;
}
}
map_y2 += delta2;
if (map_y2 < map_y1 + 2) {
map_y2 = map_y1 + 2;
} else {
if (map_y2 > D_BORD_Y2 - 2) {
map_y2 = D_BORD_Y2 - 2;
}
}
display = REDRAW_MAP;
mx = Get_Mouse_X();
my = Get_Mouse_Y();
}
/*
...................... Move bottom left ......................
*/
if (grabbed==4) {
map_x1 += delta1;
if (map_x1 > map_x2 - 2) {
map_x1 = map_x2 - 2;
} else {
if (map_x1 < D_BORD_X1 + 2) {
map_x1 = D_BORD_X1 + 2;
}
}
map_y2 += delta2;
if (map_y2 < map_y1 + 2) {
map_y2 = map_y1 + 2;
} else {
if (map_y2 > D_BORD_Y2 - 2) {
map_y2 = D_BORD_Y2 - 2;
}
}
display = REDRAW_MAP;
mx = Get_Mouse_X();
my = Get_Mouse_Y();
}
/*
....................... Move whole map .......................
*/
if (grabbed==5) {
if (map_x1 + delta1 > D_BORD_X1 + 1 && map_x2 + delta1 < D_BORD_X2 - 1) {
map_x1 += delta1;
map_x2 += delta1;
}
if (map_y1 + delta2 > D_BORD_Y1 + 1 && map_y2 + delta2 < D_BORD_Y2 - 1) {
map_y1 += delta2;
map_y2 += delta2;
}
display = REDRAW_MAP;
mx = Get_Mouse_X();
my = Get_Mouse_Y();
}
break;
}
}
}
/*
--------------------------- Redraw the display ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
/*
------------------------- If cancel, just return -------------------------
*/
if (cancel) {
return(-1);
}
/*
---------------------------- Save selections -----------------------------
*/
MapCellX = map_x1 - D_BORD_X1 - 1;
MapCellY = map_y1 - D_BORD_Y1 - 1;
MapCellWidth = map_x2 - map_x1 + 1;
MapCellHeight = map_y2 - map_y1 + 1;
/*
--------------------- Clip Home Cell to new map size ---------------------
*/
if (Cell_X(Waypoint[WAYPT_HOME]) < MapCellX) {
Waypoint[WAYPT_HOME] = XY_Cell(MapCellX, Cell_Y(Waypoint[WAYPT_HOME]));
}
if (Cell_X(Waypoint[WAYPT_HOME]) > MapCellX + MapCellWidth - 1) {
Waypoint[WAYPT_HOME] = XY_Cell(MapCellX + MapCellWidth - 1, Cell_Y(Waypoint[WAYPT_HOME]));
}
if (Cell_Y(Waypoint[WAYPT_HOME]) < MapCellY) {
Waypoint[WAYPT_HOME] = XY_Cell(Cell_X(Waypoint[WAYPT_HOME]), MapCellY);
}
if (Cell_Y(Waypoint[WAYPT_HOME]) > MapCellY + MapCellHeight - 1) {
Waypoint[WAYPT_HOME] = XY_Cell(Cell_X(Waypoint[WAYPT_HOME]), MapCellY + MapCellHeight - 1);
}
return(0);
}
/***************************************************************************
* MapEditClass::Scenario_Dialog -- scenario global parameters dialog *
* *
* Lets the user edit the Theater, starting credits for houses, and the *
* Edge for HOUSE_GOOD & HOUSE_BAD. *
* *
* <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> Theater Credits / 1000 <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20> Temperate <20> GDI: _____ <20> *
* <20> <20> Desert <20> NOD: _____ <20> *
* <20> <20> Jungle <20> Neutral: _____ <20> *
* <20> <20> <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> Build Level:___ <20> *
* <20> <20> *
* <20> Reinforcements <20> *
* <20> <20> *
* <20> GDI NOD <20> *
* <20> <20> *
* <20>   <20> *
* <20> <- -> <- -> <20> *
* <20>   <20> *
* <20> <20> *
* <20> <20> *
* <20> [OK] [Cancel] <20> *
* <20> <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* Uses HIDBUFF. *
* *
* HISTORY: *
* 11/14/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Scenario_Dialog(void)
{
/*........................................................................
Dialog & button dimensions
........................................................................*/
enum {
D_DIALOG_W = 544,
D_DIALOG_H = 320,
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
D_TXT8_H = 22,
D_MARGIN = 14,
D_THEATER_W = 200,
D_THEATER_H = 68,
D_THEATER_X = D_DIALOG_X + D_MARGIN,
D_THEATER_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
D_LEVEL_W = 80,
D_LEVEL_H = 18,
D_LEVEL_X = D_THEATER_X + D_THEATER_W - D_LEVEL_W,
D_LEVEL_Y = D_THEATER_Y + D_THEATER_H + D_MARGIN,
D_GDICRED_W = 120,
D_GDICRED_H = 18,
D_GDICRED_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_GDICRED_W,
D_GDICRED_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
D_NODCRED_W = 120,
D_NODCRED_H = 18,
D_NODCRED_X = D_GDICRED_X,
D_NODCRED_Y = D_GDICRED_Y + D_GDICRED_H,
D_NEUTCRED_W = 120,
D_NEUTCRED_H = 18,
D_NEUTCRED_X = D_GDICRED_X,
D_NEUTCRED_Y = D_NODCRED_Y + D_NODCRED_H,
D_GDIN_W = 26,
D_GDIN_H = 18,
D_GDIN_X = D_DIALOG_CX - 5 - D_GDIN_W * 2,
D_GDIN_Y = D_LEVEL_Y + D_LEVEL_H + D_MARGIN + D_TXT8_H + D_MARGIN + D_TXT8_H,
D_GDIS_W = 26,
D_GDIS_H = 18,
D_GDIS_X = D_GDIN_X,
D_GDIS_Y = D_GDIN_Y + D_GDIN_H * 2,
D_GDIW_W = 26,
D_GDIW_H = 18,
D_GDIW_X = D_DIALOG_CX - 5 - D_GDIN_W * 3,
D_GDIW_Y = D_GDIN_Y + D_GDIN_H,
D_GDIE_W = 26,
D_GDIE_H = 18,
D_GDIE_X = D_DIALOG_CX - 5 - D_GDIN_W,
D_GDIE_Y = D_GDIN_Y + D_GDIN_H,
D_NODN_W = 26,
D_NODN_H = 18,
D_NODN_X = D_DIALOG_CX + 5 + D_NODN_W,
D_NODN_Y = D_LEVEL_Y + D_LEVEL_H + D_MARGIN + D_TXT8_H + D_MARGIN + D_TXT8_H,
D_NODS_W = 26,
D_NODS_H = 18,
D_NODS_X = D_NODN_X,
D_NODS_Y = D_NODN_Y + D_NODN_H * 2,
D_NODW_W = 26,
D_NODW_H = 18,
D_NODW_X = D_DIALOG_CX + 5,
D_NODW_Y = D_NODN_Y + D_NODN_H,
D_NODE_W = 26,
D_NODE_H = 18,
D_NODE_X = D_DIALOG_CX + 5 + D_NODN_W * 2,
D_NODE_Y = D_NODN_Y + D_NODN_H,
D_OK_W = 90,
D_OK_H = 18,
D_OK_X = D_DIALOG_CX - D_OK_W - 5,
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - D_MARGIN,
D_CANCEL_W = 90,
D_CANCEL_H = 18,
D_CANCEL_X = D_DIALOG_CX + 5,
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - D_MARGIN,
};
/*........................................................................
Button enumerations:
........................................................................*/
enum {
LIST_THEATER=100,
TEDIT_LEVEL,
TEDIT_GDICRED,
TEDIT_NODCRED,
TEDIT_NEUTCRED,
BUTTON_GDI_N,
BUTTON_GDI_E,
BUTTON_GDI_S,
BUTTON_GDI_W,
BUTTON_NOD_N,
BUTTON_NOD_E,
BUTTON_NOD_S,
BUTTON_NOD_W,
BUTTON_OK,
BUTTON_CANCEL,
};
/*........................................................................
Redraw values: in order from "top" to "bottom" layer of the dialog
........................................................................*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS, // includes map interior & coord values
REDRAW_BACKGROUND, // includes box, map bord, key, coord labels, btns
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*........................................................................
Dialog variables:
........................................................................*/
KeyNumType input; // input from user
bool process; // loop while true
RedrawType display; // true = re-draw everything
bool cancel = false; // true = user cancels
/*
.......................... Scenario parameters ...........................
*/
TheaterType theater; // DisplayClass::Theater
TheaterType orig_theater; // original theater
long gdi_credits; // HouseClass::As_Pointer(HouseType)->Credits
long nod_credits; // HouseClass::As_Pointer(HouseType)->Credits
long neut_credits; // HouseClass::As_Pointer(HouseType)->Credits
SourceType gdi_edge; // HouseClass::As_Pointer(HouseType)->Edge
SourceType nod_edge; // HouseClass::As_Pointer(HouseType)->Edge
char level_buf[10] = {0};
char gdicred_buf[10] = {0};
char nodcred_buf[10] = {0};
char neutcred_buf[10] = {0};
/*
....................... Theater-changing variables .......................
*/
unsigned char theater_mask; // template/terrain mask
TerrainClass * terrain; // cell's terrain pointer
CELL i; // loop counter
/*........................................................................
Buttons
........................................................................*/
ControlClass *commands = NULL; // the button list
ListClass theaterbtn (LIST_THEATER,
D_THEATER_X, D_THEATER_Y, D_THEATER_W, D_THEATER_H,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
Hires_Retrieve("BTN-UP.SHP"),
Hires_Retrieve("BTN-DN.SHP"));
EditClass leveledt (TEDIT_GDICRED, level_buf, 4,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_LEVEL_X, D_LEVEL_Y, D_LEVEL_W, D_LEVEL_H, EditClass::NUMERIC);
EditClass gdicred (TEDIT_GDICRED, gdicred_buf, 8,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_GDICRED_X, D_GDICRED_Y, D_GDICRED_W, D_GDICRED_H, EditClass::NUMERIC);
EditClass nodcred (TEDIT_NODCRED, nodcred_buf, 8,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NODCRED_X, D_NODCRED_Y, D_NODCRED_W, D_NODCRED_H, EditClass::NUMERIC);
EditClass neutcred (TEDIT_NEUTCRED, neutcred_buf, 8,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NEUTCRED_X, D_NEUTCRED_Y, D_NEUTCRED_W, D_NEUTCRED_H, EditClass::NUMERIC);
TextButtonClass gdinbtn (BUTTON_GDI_N, TXT_UP,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_GDIN_X, D_GDIN_Y, D_GDIN_W, D_GDIN_H);
TextButtonClass gdiebtn (BUTTON_GDI_E, TXT_RIGHT,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_GDIE_X, D_GDIE_Y, D_GDIE_W, D_GDIE_H);
TextButtonClass gdisbtn (BUTTON_GDI_S, TXT_DOWN,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_GDIS_X, D_GDIS_Y, D_GDIS_W, D_GDIS_H);
TextButtonClass gdiwbtn (BUTTON_GDI_W, TXT_LEFT,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_GDIW_X, D_GDIW_Y, D_GDIW_W, D_GDIW_H);
TextButtonClass nodnbtn (BUTTON_NOD_N, TXT_UP,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NODN_X, D_NODN_Y, D_NODN_W, D_NODN_H);
TextButtonClass nodebtn (BUTTON_NOD_E, TXT_RIGHT,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NODE_X, D_NODE_Y, D_NODE_W, D_NODE_H);
TextButtonClass nodsbtn (BUTTON_NOD_S, TXT_DOWN,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NODS_X, D_NODS_Y, D_NODS_W, D_NODS_H);
TextButtonClass nodwbtn (BUTTON_NOD_W, TXT_LEFT,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NODW_X, D_NODW_Y, D_NODW_W, D_NODW_H);
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
/*
------------------------------- Initialize -------------------------------
*/
Set_Logic_Page(SeenBuff);
/*
.......................... Fill in theater items .........................
*/
theaterbtn.Add_Item("Desert");
theaterbtn.Add_Item("Jungle");
theaterbtn.Add_Item("Temperate");
theaterbtn.Add_Item("Winter");
/*
............................ Init parameters .............................
*/
orig_theater = theater = Theater;
if (ScenPlayer != SCEN_PLAYER_MPLAYER) {
gdi_credits = HouseClass::As_Pointer(HOUSE_GOOD)->Credits / 1000L;
nod_credits = HouseClass::As_Pointer(HOUSE_BAD)->Credits / 1000L;
neut_credits = HouseClass::As_Pointer(HOUSE_NEUTRAL)->Credits / 1000L;
gdi_edge = HouseClass::As_Pointer(HOUSE_GOOD)->Edge;
nod_edge = HouseClass::As_Pointer(HOUSE_BAD)->Edge;
} else {
gdi_credits = 0;
nod_credits = 0;
neut_credits = 0;
gdi_edge = SOURCE_NONE;
nod_edge = SOURCE_NONE;
}
/*
............................ Create the list .............................
*/
commands = &theaterbtn;
leveledt.Add_Tail(*commands);
gdicred.Add_Tail(*commands);
nodcred.Add_Tail(*commands);
neutcred.Add_Tail(*commands);
gdinbtn.Add_Tail(*commands);
gdiebtn.Add_Tail(*commands);
gdisbtn.Add_Tail(*commands);
gdiwbtn.Add_Tail(*commands);
nodnbtn.Add_Tail(*commands);
nodebtn.Add_Tail(*commands);
nodsbtn.Add_Tail(*commands);
nodwbtn.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
cancelbtn.Add_Tail(*commands);
/*
...................... Init GDI Edge button states .......................
*/
if (gdi_edge==SOURCE_NORTH) gdinbtn.Turn_On();
if (gdi_edge==SOURCE_EAST) gdiebtn.Turn_On();
if (gdi_edge==SOURCE_SOUTH) gdisbtn.Turn_On();
if (gdi_edge==SOURCE_WEST) gdiwbtn.Turn_On();
/*
...................... Init NOD Edge button states .......................
*/
if (nod_edge==SOURCE_NORTH) nodnbtn.Turn_On();
if (nod_edge==SOURCE_EAST) nodebtn.Turn_On();
if (nod_edge==SOURCE_SOUTH) nodsbtn.Turn_On();
if (nod_edge==SOURCE_WEST) nodwbtn.Turn_On();
/*
.......................... Init credits buffers ..........................
*/
sprintf(level_buf,"%ld",BuildLevel);
leveledt.Set_Text(level_buf,4);
sprintf(gdicred_buf,"%ld",gdi_credits);
gdicred.Set_Text(gdicred_buf,8);
sprintf(nodcred_buf,"%ld",nod_credits);
nodcred.Set_Text(nodcred_buf,8);
sprintf(neutcred_buf,"%ld",neut_credits);
neutcred.Set_Text(neutcred_buf,8);
theaterbtn.Set_Selected_Index(orig_theater - THEATER_NONE - 1);
/*
-------------------------- Main Processing Loop --------------------------
*/
display = REDRAW_ALL;
process = true;
while (process) {
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored){
AllSurfaces.SurfacesRestored=FALSE;
display=REDRAW_ALL;
}
/*
........................ Invoke game callback .........................
*/
Call_Back();
/*
...................... Refresh display if needed ......................
*/
if (display) {
Hide_Mouse();
if (display >= REDRAW_BACKGROUND) {
/*
..................... Draw the background .......................
*/
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
....................... Draw the labels .........................
*/
Fancy_Text_Print("Theater", D_THEATER_X + D_THEATER_W / 2,
D_THEATER_Y - D_TXT8_H, CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print("Build Level", D_LEVEL_X, D_LEVEL_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print("Credits/1000", D_GDICRED_X + D_GDICRED_W / 2,
D_GDICRED_Y - D_TXT8_H, CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print ("GDI", D_GDICRED_X - 5, D_GDICRED_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print ("NOD", D_NODCRED_X - 5, D_NODCRED_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print ("Neutral", D_NEUTCRED_X - 5, D_NEUTCRED_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print ("Reinforcements", D_DIALOG_CX,
D_LEVEL_Y + D_LEVEL_H + D_MARGIN,
CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print ("GDI", D_GDIN_X + D_GDIN_W / 2,
D_GDIN_Y - D_TXT8_H,
CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print ("NOD", D_NODN_X + D_NODN_W / 2,
D_NODN_Y - D_TXT8_H,
CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
}
Show_Mouse();
display = REDRAW_NONE;
}
/*
........................... Get user input ............................
*/
input = commands->Input();
/*
............................ Process input ............................
*/
switch (input) {
/*..................................................................
Credit edit boxes: no need for any action
..................................................................*/
case (TEDIT_GDICRED | KN_BUTTON):
break;
case (TEDIT_NODCRED | KN_BUTTON):
break;
case (TEDIT_NEUTCRED | KN_BUTTON):
break;
/*..................................................................
GDI Edge buttons: turn this one on, others off, save the edge value
..................................................................*/
case (BUTTON_GDI_N | KN_BUTTON):
gdi_edge = SOURCE_NORTH;
gdinbtn.Turn_On();
gdiebtn.Turn_Off();
gdisbtn.Turn_Off();
gdiwbtn.Turn_Off();
break;
case (BUTTON_GDI_E | KN_BUTTON):
gdi_edge = SOURCE_EAST;
gdinbtn.Turn_Off();
gdiebtn.Turn_On();
gdisbtn.Turn_Off();
gdiwbtn.Turn_Off();
break;
case (BUTTON_GDI_S | KN_BUTTON):
gdi_edge = SOURCE_SOUTH;
gdinbtn.Turn_Off();
gdiebtn.Turn_Off();
gdisbtn.Turn_On();
gdiwbtn.Turn_Off();
break;
case (BUTTON_GDI_W | KN_BUTTON):
gdi_edge = SOURCE_WEST;
gdinbtn.Turn_Off();
gdiebtn.Turn_Off();
gdisbtn.Turn_Off();
gdiwbtn.Turn_On();
break;
/*..................................................................
NOD Edge buttons: turn this one on, others off, save the edge value
..................................................................*/
case (BUTTON_NOD_N | KN_BUTTON):
nod_edge = SOURCE_NORTH;
nodnbtn.Turn_On();
nodebtn.Turn_Off();
nodsbtn.Turn_Off();
nodwbtn.Turn_Off();
break;
case (BUTTON_NOD_E | KN_BUTTON):
nod_edge = SOURCE_EAST;
nodnbtn.Turn_Off();
nodebtn.Turn_On();
nodsbtn.Turn_Off();
nodwbtn.Turn_Off();
break;
case (BUTTON_NOD_S | KN_BUTTON):
nod_edge = SOURCE_SOUTH;
nodnbtn.Turn_Off();
nodebtn.Turn_Off();
nodsbtn.Turn_On();
nodwbtn.Turn_Off();
break;
case (BUTTON_NOD_W | KN_BUTTON):
nod_edge = SOURCE_WEST;
nodnbtn.Turn_Off();
nodebtn.Turn_Off();
nodsbtn.Turn_Off();
nodwbtn.Turn_On();
break;
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
cancel = false;
process = false;
break;
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
default:
break;
}
}
/*
----------------------------- Redraw the map -----------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
/*
------------------------- If cancel, just return -------------------------
*/
if (cancel) {
return(-1);
}
/*
------------------------ Save selections & return ------------------------
*/
if (ScenPlayer != SCEN_PLAYER_MPLAYER) {
/*
.............................. Credits ................................
*/
gdi_credits = atol(gdicred_buf);
nod_credits = atol(nodcred_buf);
neut_credits = atol(neutcred_buf);
HouseClass::As_Pointer(HOUSE_GOOD)->Credits = gdi_credits * 1000L;
HouseClass::As_Pointer(HOUSE_BAD)->Credits = nod_credits * 1000L;
HouseClass::As_Pointer(HOUSE_NEUTRAL)->Credits = neut_credits * 1000L;
/*
............................... Edges .................................
*/
HouseClass::As_Pointer(HOUSE_GOOD)->Edge = gdi_edge;
HouseClass::As_Pointer(HOUSE_BAD)->Edge = nod_edge;
}
/*
........................... Sidebar build level ..........................
*/
BuildLevel = atoi(level_buf);
/*........................................................................
Change the theater:
- 1st set the Theater global
- scan all cells to check their TType for compatibility with the new
theater; if not compatible, set TType to TEMPLATE_NONE & TIcon to 0
- Then, re-initialize the TypeClasses for the new Theater
........................................................................*/
theater = (TheaterType)(THEATER_NONE + 1 + theaterbtn.Current_Index());
if (theater != orig_theater) {
/*
....................... Loop through all cells ........................
*/
for (i =0;i<MAP_CELL_TOTAL; i++) {
/*..................................................................
If this cell has a template icon & that template isn't compatible
with this theater, set the icon to NONE
..................................................................*/
if ((*this)[i].TType != TEMPLATE_NONE) {
theater_mask = TemplateTypeClass::As_Reference((*this)[i].TType).Theater;
if ( (theater_mask & (1 << theater))==0) {
(*this)[i].TType = TEMPLATE_NONE;
(*this)[i].TIcon = 0;
}
}
/*..................................................................
If this cell has terrain in it, and that terrain isn't compatible
with this theater, delete the terrain object.
..................................................................*/
terrain = (*this)[i].Cell_Terrain();
if (terrain) {
theater_mask = terrain->Class->Theater;
if ( (theater_mask & (1<<theater))==0) {
delete terrain;
}
}
}
/*.....................................................................
Re-init the object Type Classes for this theater
.....................................................................*/
Init_Theater(theater);
TerrainTypeClass::Init(theater);
TemplateTypeClass::Init(theater);
OverlayTypeClass::Init(theater);
UnitTypeClass::Init(theater);
InfantryTypeClass::Init(theater);
BuildingTypeClass::Init(theater);
BulletTypeClass::Init(theater);
AnimTypeClass::Init(theater);
AircraftTypeClass::Init(theater);
SmudgeTypeClass::Init(theater);
}
return(0);
}
/***************************************************************************
* Handle_Triggers -- processes the trigger dialogs *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/29/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Handle_Triggers(void)
{
int rc;
/*------------------------------------------------------------------------
Trigger dialog processing loop:
- Invoke the trigger selection dialog. If a trigger's selected, break
& return
- If user wants to edit the current trigger, do so
- If user wants to create new trigger, new a TriggerClass & edit it
- If user wants to delete trigger, delete the current trigger
- Keep looping until 'OK'
------------------------------------------------------------------------*/
while (1) {
/*
........................... Select trigger ............................
*/
rc = Select_Trigger();
/*
............................. 'OK'; break .............................
*/
if (rc==0) break;
/*
............................... 'Edit' ................................
*/
if (rc==1 && CurTrigger) {
if (Edit_Trigger()==0) {
Changed = 1;
}
}
/*
................................ 'New' ................................
*/
if (rc==2) {
/*
..................... Create a new trigger ......................
*/
CurTrigger = new TriggerClass();
if (CurTrigger) {
/*
................... delete it if user cancels ...................
*/
if (Edit_Trigger()==-1) {
delete CurTrigger;
CurTrigger = NULL;
} else {
Changed = 1;
}
} else {
/*
................. Unable to create; issue warning ..................
*/
CCMessageBox().Process("No more triggers available.");
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
}
/*
.............................. 'Delete' ...............................
*/
if (rc==3) {
if (CurTrigger) {
CurTrigger->Remove();
CurTrigger = NULL;
Changed = 1;
}
}
}
/*------------------------------------------------------------------------
Don't allow trigger placement if the trigger is house-specific; such
triggers cannot be "placed".
------------------------------------------------------------------------*/
if (CurTrigger) {
if (!TriggerClass::Event_Need_Object(CurTrigger->Event)) {
CurTrigger = NULL;
}
}
}
/***************************************************************************
* MapEditClass::Select_Trigger -- lets user select a trigger *
* *
* CurTrigger can be NULL when this function is called. *
* *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> Triggers <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20> Name Event Action House Team <20><18> <20> *
* <20> <20> Name Event Action House Team <20>Ĵ <20> *
* <20> <20> Name Event Action House Team <20> <20> <20> *
* <20> <20> Name Event Action House Team <20> <20> <20> *
* <20> <20> <20> <20> <20> *
* <20> <20> <20> <20> <20> *
* <20> <20> <20>Ĵ <20> *
* <20> <20> <20><19> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> <20> *
* <20> [Edit] [New] [Delete] [OK] <20> *
* <20> <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, 1 = Edit, 2 = New, 3 = Delete *
* *
* WARNINGS: *
* Uses HIDBUFF. *
* *
* HISTORY: *
* 11/29/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Select_Trigger(void)
{
/*........................................................................
Dialog & button dimensions
........................................................................*/
enum {
D_DIALOG_W = 640,
D_DIALOG_H = 290,
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
D_TXT8_H = 22,
D_MARGIN = 14,
D_LIST_W = 612,
D_LIST_H = 208,
D_LIST_X = D_DIALOG_X + D_MARGIN,
D_LIST_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
D_EDIT_W = 90,
D_EDIT_H = 18,
D_EDIT_X = D_DIALOG_X + (D_DIALOG_W / 8) - (D_EDIT_W / 2),
D_EDIT_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_EDIT_H,
D_NEW_W = 90,
D_NEW_H = 18,
D_NEW_X = D_DIALOG_X + (D_DIALOG_W / 8) * 3 - (D_NEW_W / 2),
D_NEW_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_NEW_H,
D_DELETE_W = 90,
D_DELETE_H = 18,
D_DELETE_X = D_DIALOG_X + (D_DIALOG_W / 8) * 5 - (D_DELETE_W / 2),
D_DELETE_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_DELETE_H,
D_OK_W = 90,
D_OK_H = 18,
D_OK_X = D_DIALOG_X + (D_DIALOG_W / 8) * 7 - (D_OK_W / 2),
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
};
/*........................................................................
Button enumerations:
........................................................................*/
enum {
TRIGGER_LIST=100,
BUTTON_EDIT,
BUTTON_NEW,
BUTTON_DELETE,
BUTTON_OK,
};
/*........................................................................
Redraw values: in order from "top" to "bottom" layer of the dialog
........................................................................*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*........................................................................
Dialog variables:
........................................................................*/
RedrawType display; // requested redraw level
bool process; // loop while true
char *trigtext[TRIGGER_MAX + 1]; // text for defined triggers
KeyNumType input; // user input
bool edit_trig = false; // true = user wants to edit
bool new_trig = false; // true = user wants to new
bool del_trig = false; // true = user wants to new
int i; // loop counter
int def_idx; // default list index
static int tabs[] = {70, 240, 390, 440}; // list box tab stops
/*........................................................................
Buttons
........................................................................*/
ControlClass *commands = NULL; // the button list
ListClass triggerlist (TRIGGER_LIST, D_LIST_X, D_LIST_Y, D_LIST_W, D_LIST_H,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
Hires_Retrieve("BTN-UP.SHP"),
Hires_Retrieve("BTN-DN.SHP"));
TextButtonClass editbtn (BUTTON_EDIT, "Edit", TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW,
D_EDIT_X, D_EDIT_Y, D_EDIT_W, D_EDIT_H);
TextButtonClass newbtn (BUTTON_NEW, "New", TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW,
D_NEW_X, D_NEW_Y, D_NEW_W, D_NEW_H);
TextButtonClass deletebtn (BUTTON_DELETE, "Delete", TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW,
D_DELETE_X, D_DELETE_Y, D_DELETE_W, D_DELETE_H);
TextButtonClass okbtn (BUTTON_OK, TXT_OK, TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW,
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
/*
------------------------------- Initialize -------------------------------
*/
Set_Logic_Page(SeenBuff);
/*
......................... Fill in trigger names ..........................
*/
def_idx = 0;
for (i = 0; i < Triggers.Count(); i++) {
/*.....................................................................
Generate string for this trigger
- Name can be up to 4 characters
- Event can be up to 15 characters
- Action can be up to 15 characters
- House is 3 characters
- Team name is up to 11 characters
.....................................................................*/
//trigtext[i] = (char *)HidPage.Get_Graphic_Buffer()->Get_Buffer() + 60 * i;
trigtext[i] = new char[255];
sprintf(trigtext[i],"%s\t%s\t%s\t",
Triggers.Ptr(i)->Get_Name(),
TriggerClass::Name_From_Event(Triggers.Ptr(i)->Event),
TriggerClass::Name_From_Action(Triggers.Ptr(i)->Action));
/*
......................... Add on the house ID .........................
*/
if (TriggerClass::Event_Need_House(Triggers.Ptr(i)->Event)) {
if (Triggers.Ptr(i)->House != HOUSE_NONE) {
strcat(trigtext[i], HouseTypeClass::As_Reference(Triggers.Ptr(i)->House).Suffix);
} else {
strcat(trigtext[i], "!!!");
}
} else {
strcat(trigtext[i]," ");
}
/*
.......................... Add the team name ..........................
*/
strcat(trigtext[i],"\t");
if (TriggerClass::Action_Need_Team(Triggers.Ptr(i)->Action)) {
if (Triggers.Ptr(i)->Team) {
strcat(trigtext[i],Triggers.Ptr(i)->Team->IniName);
} else {
strcat(trigtext[i], "!!!");
}
}
/*
................. Set def_idx if this is CurTrigger ...................
*/
if (Triggers.Ptr(i) == CurTrigger) {
def_idx = i;
}
}
/*
.......................... Fill in the list box ..........................
*/
for (i = 0; i < Triggers.Count(); i++) {
triggerlist.Add_Item(trigtext[i]);
}
triggerlist.Set_Selected_Index(def_idx);
/*
....................... Set CurTrigger if it isn't .......................
*/
if (Triggers.Count()==0) {
CurTrigger = NULL;
} else {
if (!CurTrigger) {
CurTrigger = Triggers.Ptr(def_idx);
}
}
/*
............................ Create the list .............................
*/
commands = &triggerlist;
editbtn.Add_Tail(*commands);
newbtn.Add_Tail(*commands);
deletebtn.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
/*
------------------------ Init tab stops for list -------------------------
*/
triggerlist.Set_Tabs(tabs);
/*
-------------------------- Main Processing Loop --------------------------
*/
display = REDRAW_ALL;
process = true;
while (process) {
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored){
AllSurfaces.SurfacesRestored=FALSE;
display=REDRAW_ALL;
}
/*
........................ Invoke game callback .........................
*/
Call_Back();
/*
...................... Refresh display if needed ......................
*/
if (display) {
/*
...................... Display the dialog box ......................
*/
Hide_Mouse();
if (display >= REDRAW_BACKGROUND) {
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
....................... Draw the captions .......................
*/
Fancy_Text_Print("Triggers", D_DIALOG_CX, D_DIALOG_Y + D_MARGIN, CC_GREEN, TBLACK,
TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|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) {
case (TRIGGER_LIST | KN_BUTTON):
def_idx = triggerlist.Current_Index();
if (def_idx < Triggers.Count()) {
CurTrigger = Triggers.Ptr(def_idx);
}
break;
case (BUTTON_EDIT | KN_BUTTON):
if (CurTrigger) { // only allow if there's one selected
process = false;
edit_trig = true;
}
break;
case (BUTTON_NEW | KN_BUTTON):
process = false;
new_trig = true;
break;
case (BUTTON_DELETE | KN_BUTTON):
process = false;
del_trig = true;
break;
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
process = false;
break;
}
}
/*
--------------------------- Redraw the display ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
for (i = 0; i < Triggers.Count(); i++) {
delete [] trigtext[i];
}
if (edit_trig) return(1);
if (new_trig) return(2);
if (del_trig) return(3);
return(0);
}
/***************************************************************************
* MapEditClass::Edit_Trigger -- lets user edit a [new] trigger *
* *
* <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> Trigger Editor <20> *
* <20> <20> *
* <20> Events Actions <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>Ŀ <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>Ŀ <20> *
* <20> <20> <20><18> <20> <20><18> <20> *
* <20> <20> <20>Ĵ <20> <20>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> *
* <20> <20> <20>Ĵ <20> <20>Ĵ <20> *
* <20> <20> <20><19> <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> <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> <20> *
* <20> <20> *
* <20> Name: _______ [ Volatile ] <20> *
* <20> [GDI] [ Persistent ] <20> *
* <20> Time / Credits: _______ [NOD] [SemiPersistent] <20> *
* <20> <20> *
* <20> [Team] Team_Name <20> *
* <20> <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><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: *
* CurTrigger must NOT be NULL when this function is called. *
* *
* HISTORY: *
* 11/29/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Edit_Trigger(void)
{
/*........................................................................
Dialog & button dimensions
........................................................................*/
enum {
D_DIALOG_W = 528,
D_DIALOG_H = 376,
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
D_TXT8_H = 22,
D_MARGIN = 14,
D_EVENT_W = 240,
D_EVENT_H = 88,
D_EVENT_X = D_DIALOG_X + D_MARGIN,
D_EVENT_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN + D_TXT8_H,
D_ACTION_W = 240,
D_ACTION_H = 88,
D_ACTION_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_ACTION_W,
D_ACTION_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN + D_TXT8_H,
D_NAME_W = 80,
D_NAME_H = 18,
D_NAME_X = D_EVENT_X + (D_EVENT_W / 2) - 10,
D_NAME_Y = D_EVENT_Y + D_EVENT_H + D_MARGIN,
D_DATA_W = 80,
D_DATA_H = 18,
D_DATA_X = D_NAME_X,
D_DATA_Y = D_NAME_Y + D_NAME_H + D_MARGIN,
D_TEAM_W = 80,
D_TEAM_H = 18,
D_TEAM_X = D_NAME_X - D_TEAM_W - 5,
D_TEAM_Y = D_DATA_Y + D_DATA_H + D_MARGIN,
D_GDI_W = 90,
D_GDI_H = 18,
D_GDI_X = D_DIALOG_CX - (D_GDI_W / 2),
D_GDI_Y = D_NAME_Y,
D_NOD_W = 90,
D_NOD_H = 18,
D_NOD_X = D_GDI_X,
D_NOD_Y = D_GDI_Y + D_GDI_H,
D_NEU_W = 90,
D_NEU_H = 18,
D_NEU_X = D_NOD_X,
D_NEU_Y = D_NOD_Y + D_NOD_H,
D_MULTI1_W = 44,
D_MULTI1_H = 18,
D_MULTI1_X = D_GDI_X,
D_MULTI1_Y = D_GDI_Y,
D_MULTI2_W = 44,
D_MULTI2_H = 18,
D_MULTI2_X = D_GDI_X + D_MULTI1_W,
D_MULTI2_Y = D_GDI_Y,
D_MULTI3_W = 44,
D_MULTI3_H = 18,
D_MULTI3_X = D_NOD_X,
D_MULTI3_Y = D_NOD_Y,
D_MULTI4_W = 44,
D_MULTI4_H = 18,
D_MULTI4_X = D_NOD_X + D_MULTI1_W,
D_MULTI4_Y = D_NOD_Y,
D_VOLATILE_W = 100,
D_VOLATILE_H = 18,
D_VOLATILE_X = D_ACTION_X + (D_ACTION_W / 2) - (D_VOLATILE_W / 2) + 10,
D_VOLATILE_Y = D_NAME_Y,
D_PERSIST_W = 100,
D_PERSIST_H = 18,
D_PERSIST_X = D_ACTION_X + (D_ACTION_W / 2) - (D_PERSIST_W / 2) + 10,
D_PERSIST_Y = D_VOLATILE_Y + D_VOLATILE_H,
D_SEMIPERSIST_W = 100,
D_SEMIPERSIST_H = 18,
D_SEMIPERSIST_X = D_ACTION_X + (D_ACTION_W / 2) - (D_SEMIPERSIST_W / 2) + 10,
D_SEMIPERSIST_Y = D_PERSIST_Y + D_PERSIST_H,
D_OK_W = 90,
D_OK_H = 18,
D_OK_X = D_DIALOG_CX - 5 - D_OK_W,
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
D_CANCEL_W = 90,
D_CANCEL_H = 18,
D_CANCEL_X = D_DIALOG_CX + 5,
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_CANCEL_H,
};
/*........................................................................
Button enumerations:
........................................................................*/
enum {
EVENT_LIST=100,
ACTION_LIST,
NAME_EDIT,
DATA_EDIT,
BUTTON_TEAM,
BUTTON_GDI,
BUTTON_NOD,
BUTTON_NEUTRAL,
BUTTON_JP, // placeholder
BUTTON_MULTI1,
BUTTON_MULTI2,
BUTTON_MULTI3,
BUTTON_MULTI4,
BUTTON_MULTI5,
BUTTON_MULTI6,
BUTTON_VOLATILE,
BUTTON_PERSIST,
BUTTON_SEMIPERSIST,
BUTTON_OK,
BUTTON_CANCEL,
};
/*........................................................................
Redraw values: in order from "top" to "bottom" layer of the dialog
........................................................................*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*........................................................................
Dialog variables:
........................................................................*/
RedrawType display; // requested redraw level
bool process; // loop while true
KeyNumType input; // user input
bool cancel = false; // true = user cancels
int i; // loop counter
EventType event_idx; // index for event list
TriggerClass::ActionType action_idx; // index for action list
char namebuf[5]; // name of this trigger
char databuf[10]; // for credit/time-based triggers
HousesType house; // house for this trigger
const char *eventnames[EVENT_COUNT + 1]; // names of events
const char *actionnames[TriggerClass::ACTION_COUNT + 1]; // names of actions
TriggerClass::PersistantType persistant; // trigger's persistence level
/*........................................................................
These flags enable various controls for each EventType.
........................................................................*/
// static char data_enabled[EVENT_COUNT] = {0,0,0,0,0,0,0,0,0,1,1,1,1,0,0};
// static char house_enabled[EVENT_COUNT] = {1,0,0,0,0,1,1,1,1,1,1,1,1,1,1};
// static char team_enabled[TriggerClass::ACTION_COUNT] = {0,0,0,1,1,0,1,0,0,0,0,0,0,0};
/*........................................................................
Buttons
........................................................................*/
ControlClass *commands = NULL; // the button list
ListClass eventlist(EVENT_LIST,
D_EVENT_X, D_EVENT_Y, D_EVENT_W, D_EVENT_H,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
Hires_Retrieve("BTN-UP.SHP"),
Hires_Retrieve("BTN-DN.SHP"));
ListClass actionlist(ACTION_LIST,
D_ACTION_X, D_ACTION_Y, D_ACTION_W, D_ACTION_H,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
Hires_Retrieve("BTN-UP.SHP"),
Hires_Retrieve("BTN-DN.SHP"));
EditClass name_edt(NAME_EDIT, namebuf, 5,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NAME_X, D_NAME_Y, D_NAME_W, D_NAME_H, EditClass::ALPHANUMERIC);
EditClass data_edt(DATA_EDIT, databuf, 8,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_DATA_X, D_DATA_Y, D_DATA_W, D_DATA_H, EditClass::ALPHANUMERIC);
TextButtonClass teambtn(BUTTON_TEAM, "Team",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_TEAM_X, D_TEAM_Y, D_TEAM_W, D_TEAM_H);
TextButtonClass gdibtn(BUTTON_GDI, "GDI",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_GDI_X, D_GDI_Y, D_GDI_W, D_GDI_H);
TextButtonClass nodbtn(BUTTON_NOD, "NOD",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NOD_X, D_NOD_Y, D_NOD_W, D_NOD_H);
TextButtonClass neutralbtn(BUTTON_NEUTRAL, "Neutral",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NEU_X, D_NEU_Y, D_NEU_W, D_NEU_H);
TextButtonClass multi1btn(BUTTON_MULTI1, "M1",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_MULTI1_X, D_MULTI1_Y, D_MULTI1_W, D_MULTI1_H);
TextButtonClass multi2btn(BUTTON_MULTI2, "M2",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_MULTI2_X, D_MULTI2_Y, D_MULTI2_W, D_MULTI2_H);
TextButtonClass multi3btn(BUTTON_MULTI3, "M3",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_MULTI3_X, D_MULTI3_Y, D_MULTI3_W, D_MULTI3_H);
TextButtonClass multi4btn(BUTTON_MULTI4, "M4",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_MULTI4_X, D_MULTI4_Y, D_MULTI4_W, D_MULTI4_H);
TextButtonClass volatilebtn(BUTTON_VOLATILE, "Volatile",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_VOLATILE_X, D_VOLATILE_Y, D_VOLATILE_W, D_VOLATILE_H);
TextButtonClass persistbtn(BUTTON_PERSIST, "Persistant",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_PERSIST_X, D_PERSIST_Y, D_PERSIST_W, D_PERSIST_H);
TextButtonClass semipersistbtn(BUTTON_SEMIPERSIST, "SemiPersistant",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_SEMIPERSIST_X, D_SEMIPERSIST_Y, D_SEMIPERSIST_W, D_SEMIPERSIST_H);
TextButtonClass okbtn(BUTTON_OK, TXT_OK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn(BUTTON_CANCEL, TXT_CANCEL,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
/*
------------------------------- Initialize -------------------------------
*/
Set_Logic_Page(SeenBuff);
/*
....................... Set default button states ........................
*/
event_idx = CurTrigger->Event; // event list
if (event_idx == EVENT_NONE) event_idx = EVENT_FIRST;
action_idx = CurTrigger->Action; // action list
if (action_idx == TriggerClass::ACTION_NONE) action_idx = TriggerClass::ACTION_FIRST;
strcpy(namebuf,CurTrigger->Get_Name()); // Name
name_edt.Set_Text(namebuf,5);
if (TriggerClass::Event_Need_Data(event_idx)) {
sprintf(databuf,"%ld",CurTrigger->Data); // Credits/Time
data_edt.Set_Text(databuf,8);
}
house = CurTrigger->House; // House
persistant = CurTrigger->IsPersistant;
volatilebtn.Turn_Off();
persistbtn.Turn_Off();
semipersistbtn.Turn_Off();
switch (CurTrigger->IsPersistant) {
case TriggerClass::VOLATILE:
volatilebtn.Turn_On();
break;
case TriggerClass::SEMIPERSISTANT:
semipersistbtn.Turn_On();
break;
case TriggerClass::PERSISTANT:
persistbtn.Turn_On();
break;
}
/*
......................... Fill in the list boxes .........................
*/
for (i = 0; i < EVENT_COUNT; i++) {
eventnames[i] = TriggerClass::Name_From_Event( (EventType)i);
eventlist.Add_Item(eventnames[i]);
}
eventlist.Set_Selected_Index(event_idx);
for (i = 0; i < TriggerClass::ACTION_COUNT; i++) {
actionnames[i] = TriggerClass::Name_From_Action( (TriggerClass::ActionType)i);
actionlist.Add_Item(actionnames[i]);
}
actionlist.Set_Selected_Index(action_idx);
/*
-------------------------- Main Processing Loop --------------------------
*/
display = REDRAW_ALL;
process = true;
while (process) {
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored){
AllSurfaces.SurfacesRestored=FALSE;
display=REDRAW_ALL;
}
/*
........................ Invoke game callback .........................
*/
Call_Back();
/*
...................... Refresh display if needed ......................
*/
if (display) {
/*
...................... Display the dialog box ......................
*/
Hide_Mouse();
if (display >= REDRAW_BACKGROUND) {
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
....................... Draw the captions .......................
*/
Fancy_Text_Print("Trigger Editor", D_DIALOG_CX, D_DIALOG_Y + D_MARGIN,
CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print("Events", D_EVENT_X + D_EVENT_W / 2,
D_EVENT_Y - D_TXT8_H,
CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print("Actions", D_ACTION_X + D_ACTION_W / 2,
D_ACTION_Y - D_TXT8_H,
CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print("Name", D_NAME_X - 5, D_NAME_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
if ((EventType)event_idx==EVENT_CREDITS) { // use 'Data' for Credits
Fancy_Text_Print("Credits", D_DATA_X - 5, D_DATA_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
} else {
if ((EventType)event_idx==EVENT_TIME) { // use 'Data' for Time
Fancy_Text_Print("1/10 Min", D_DATA_X - 5, D_DATA_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
}
}
if (TriggerClass::Action_Need_Team(action_idx)) {
if (CurTrigger->Team) {
Fancy_Text_Print(CurTrigger->Team->IniName,
D_TEAM_X + D_TEAM_W + 5, D_TEAM_Y, CC_GREEN, TBLACK,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
} else {
Fancy_Text_Print( "!!!",
D_TEAM_X + D_TEAM_W + 5, D_TEAM_Y, CC_GREEN, TBLACK,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
}
}
}
/*
..................... Rebuild the button list ......................
*/
eventlist.Zap();
actionlist.Zap();
name_edt.Zap();
data_edt.Zap();
teambtn.Zap();
gdibtn.Zap();
nodbtn.Zap();
neutralbtn.Zap();
volatilebtn.Zap();
persistbtn.Zap();
semipersistbtn.Zap();
okbtn.Zap();
cancelbtn.Zap();
commands = &okbtn;
cancelbtn.Add_Tail(*commands);
eventlist.Add_Tail(*commands);
actionlist.Add_Tail(*commands);
name_edt.Add_Tail(*commands);
volatilebtn.Add_Tail(*commands);
persistbtn.Add_Tail(*commands);
semipersistbtn.Add_Tail(*commands);
if (TriggerClass::Event_Need_Data(event_idx)) {
data_edt.Add_Tail(*commands);
sprintf(databuf,"%ld",CurTrigger->Data);
data_edt.Set_Text(databuf,8);
}
if (TriggerClass::Event_Need_House(event_idx)) {
gdibtn.Add_Tail(*commands);
nodbtn.Add_Tail(*commands);
neutralbtn.Add_Tail(*commands);
Set_House_Buttons(house, commands, BUTTON_GDI);
}
if (TriggerClass::Action_Need_Team(action_idx)) teambtn.Add_Tail(*commands);
/*
........................ Redraw the buttons ........................
*/
if (display >= REDRAW_BUTTONS) {
commands->Flag_List_To_Redraw();
}
Show_Mouse();
display = REDRAW_NONE;
}
/*
........................... Get user input ............................
*/
input = commands->Input();
/*
............................ Process input ............................
*/
switch (input) {
case (EVENT_LIST | KN_BUTTON):
if (eventlist.Current_Index() != event_idx) {
event_idx = EventType(eventlist.Current_Index());
databuf[0] = 0;
CurTrigger->Data = 0;
if (!TriggerClass::Event_Need_House(event_idx)) {
CurTrigger->House = HOUSE_NONE;
}
display = REDRAW_ALL;
}
break;
case (ACTION_LIST | KN_BUTTON):
if (actionlist.Current_Index() != action_idx) {
action_idx = TriggerClass::ActionType(actionlist.Current_Index());
display = REDRAW_ALL;
}
break;
case (NAME_EDIT | KN_BUTTON):
break;
case (DATA_EDIT | KN_BUTTON):
break;
case (BUTTON_GDI | KN_BUTTON):
case (BUTTON_NOD | KN_BUTTON):
case (BUTTON_NEUTRAL | KN_BUTTON):
case (BUTTON_MULTI1 | KN_BUTTON):
case (BUTTON_MULTI2 | KN_BUTTON):
case (BUTTON_MULTI3 | KN_BUTTON):
case (BUTTON_MULTI4 | KN_BUTTON):
case (BUTTON_MULTI5 | KN_BUTTON):
case (BUTTON_MULTI6 | KN_BUTTON):
house = (HousesType)( (input & (~KN_BUTTON)) - BUTTON_GDI);
Set_House_Buttons(house, commands, BUTTON_GDI);
break;
case (BUTTON_TEAM | KN_BUTTON):
Handle_Teams("Select a Team");
if (CurTeam) {
CurTrigger->Team = CurTeam;
}
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
display = REDRAW_ALL;
break;
case (BUTTON_VOLATILE | KN_BUTTON):
persistant = TriggerClass::VOLATILE;
volatilebtn.Turn_On();
persistbtn.Turn_Off();
semipersistbtn.Turn_Off();
break;
case (BUTTON_PERSIST | KN_BUTTON):
persistant = TriggerClass::PERSISTANT;
volatilebtn.Turn_Off();
persistbtn.Turn_On();
semipersistbtn.Turn_Off();
break;
case (BUTTON_SEMIPERSIST | KN_BUTTON):
persistant = TriggerClass::SEMIPERSISTANT;
volatilebtn.Turn_Off();
persistbtn.Turn_Off();
semipersistbtn.Turn_On();
break;
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
process = false;
break;
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
default:
break;
}
}
/*
------------------------------ Save values -------------------------------
*/
if (!cancel) {
/*
.......................... Get list indices ...........................
*/
event_idx = EventType(eventlist.Current_Index());
action_idx = TriggerClass::ActionType(actionlist.Current_Index());
/*
......................... Set Event & Action ..........................
*/
CurTrigger->Event = EventType(event_idx);
CurTrigger->Action = TriggerClass::ActionType(action_idx);
/*
.............................. Set name ...............................
*/
if (strlen(namebuf)==0) {
CurTrigger->Set_Name("____");
} else {
CurTrigger->Set_Name(namebuf);
}
/*
.............................. Set Data ...............................
*/
if (TriggerClass::Event_Need_Data(event_idx)) {
CurTrigger->Data = atol(databuf);
}
/*
.............................. Set House ..............................
*/
if (TriggerClass::Event_Need_House(event_idx)) {
CurTrigger->House = house;
} else {
CurTrigger->House = HOUSE_NONE;
}
/*
........................... Set Persistence ..........................
*/
CurTrigger->IsPersistant = persistant;
}
/*
--------------------------- Redraw the display ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
if (cancel) {
return(-1);
} else {
return(0);
}
}
/***************************************************************************
* MapEditClass::Import_Triggers -- lets user import triggers *
* *
* <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> Triggers <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20>x Name Event Action House <20><18> <20> *
* <20> <20> Name Event Action House <20>Ĵ <20> *
* <20> <20>x Name Event Action House <20> <20> <20> *
* <20> <20> Name Event Action House <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> <20> *
* <20> <20> *
* <20> [OK] [Cancel] <20> *
* <20> <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, -1 = user cancelled *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/29/1995 BRR : Created. *
*=========================================================================*/
int MapEditClass::Import_Triggers(void)
{
/*........................................................................
Dialog & button dimensions
........................................................................*/
enum {
D_DIALOG_W = 480,
D_DIALOG_H = 290,
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
D_TXT8_H = 22,
D_MARGIN = 14,
D_LIST_W = 452,
D_LIST_H = 208,
D_LIST_X = D_DIALOG_X + D_MARGIN,
D_LIST_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
D_OK_W = 90,
D_OK_H = 18,
D_OK_X = D_DIALOG_CX - D_OK_W - 5,
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
D_CANCEL_W = 90,
D_CANCEL_H = 18,
D_CANCEL_X = D_DIALOG_CX + 5,
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
};
/*........................................................................
Button enumerations:
........................................................................*/
enum {
TRIGGER_LIST=100,
BUTTON_OK,
BUTTON_CANCEL,
};
/*........................................................................
Redraw values: in order from "top" to "bottom" layer of the dialog
........................................................................*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*........................................................................
Dialog variables:
........................................................................*/
RedrawType display; // requested redraw level
bool process; // loop while true
KeyNumType input; // user input
bool cancel = false;
static int tabs[] =
{70, 220, 370, 420}; // list box tab stops
DynamicVectorClass<char *> trignames; // list of INI trigger names
char *inibuf; // working INI buffer
CCFileClass file; // file for reading the INI file
char buf[128]; // for reading an INI entry
char *tbuffer; // Accumulation buffer of trigger IDs.
int len; // Length of data in buffer.
TriggerClass *trigger; // Working trigger pointer.
char *item; // for adding to list box
char *eventptr;
char *actionptr;
char *houseptr;
int i;
/*........................................................................
Buttons
........................................................................*/
ControlClass *commands = NULL; // the button list
CheckListClass triggerlist (TRIGGER_LIST,
D_LIST_X, D_LIST_Y, D_LIST_W, D_LIST_H,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
Hires_Retrieve("BTN-UP.SHP"),
Hires_Retrieve("BTN-DN.SHP"));
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
Set_Logic_Page(SeenBuff);
/*------------------------------------------------------------------------
Read the MASTER.INI file
------------------------------------------------------------------------*/
/*........................................................................
Read the file into the staging buffer
........................................................................*/
inibuf = new char [30000];
memset(inibuf, '\0', 30000);
file.Set_Name("MASTER.INI");
if (!file.Is_Available()) {
file.Close();
delete [] inibuf;
return(-1);
} else {
file.Read(inibuf, 30000 - 1);
}
file.Close();
/*........................................................................
Read all entry names in the Triggers section into a temp buffer
........................................................................*/
len = strlen(inibuf) + 2;
tbuffer = inibuf + len;
WWGetPrivateProfileString(TriggerClass::INI_Name(), NULL, NULL, tbuffer,
30000 - len, inibuf);
/*........................................................................
For each entry in the INI section:
- Get the entry
- Generate a string describing the trigger
- Add that string to the list box
- Add a ptr to the INI entry name to our 'trignames' list
........................................................................*/
while (*tbuffer != '\0') {
WWGetPrivateProfileString(TriggerClass::INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, inibuf);
item = new char [60];
/*
** Parse the INI entry
*/
eventptr = strtok(buf,",");
actionptr = strtok(NULL,",");
strtok(NULL,",");
houseptr = strtok(NULL,",");
/*
** Generate the descriptive string
*/
sprintf(item, " %s\t%s\t%s\t", tbuffer, eventptr, actionptr);
/*
** Add house name if needed
*/
if (TriggerClass::Event_Need_House(TriggerClass::Event_From_Name(eventptr))) {
HousesType house = HouseTypeClass::From_Name(houseptr);
if (house != HOUSE_NONE) {
strcat(item, HouseTypeClass::As_Reference(house).Suffix);
} else {
strcat(item, "!!!");
}
} else {
strcat(item," ");
}
/*
** Add the item to the list box
*/
triggerlist.Add_Item(item);
/*
** Add the name to our internal name list
*/
trignames.Add(tbuffer);
tbuffer += strlen(tbuffer)+1;
}
/*
............................ Create the list .............................
*/
commands = &triggerlist;
okbtn.Add_Tail(*commands);
cancelbtn.Add_Tail(*commands);
/*
------------------------ Init tab stops for list -------------------------
*/
triggerlist.Set_Tabs(tabs);
/*
-------------------------- Main Processing Loop --------------------------
*/
display = REDRAW_ALL;
process = true;
while (process) {
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored){
AllSurfaces.SurfacesRestored=FALSE;
display=REDRAW_ALL;
}
/*
........................ Invoke game callback .........................
*/
Call_Back();
/*
...................... Refresh display if needed ......................
*/
if (display) {
/*
...................... Display the dialog box ......................
*/
Hide_Mouse();
if (display >= REDRAW_BACKGROUND) {
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
....................... Draw the captions .......................
*/
Fancy_Text_Print("Import Triggers", D_DIALOG_CX, D_DIALOG_Y + D_MARGIN,
CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
}
/*
........................ Redraw the buttons ........................
*/
if (display >= REDRAW_BUTTONS)
commands->Flag_List_To_Redraw();
Show_Mouse();
display = REDRAW_NONE;
}
/*
........................... Get user input ............................
*/
input = commands->Input();
/*
............................ Process input ............................
*/
switch (input) {
case (TRIGGER_LIST | KN_BUTTON):
break;
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
process = false;
break;
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
}
}
/*
--------------------------- Redraw the display ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
/*........................................................................
Re-parse the INI section; if any item is checked in the list box, create
that trigger for this scenario.
........................................................................*/
if (!cancel) {
tbuffer = inibuf + len;
i = 0;
while (*tbuffer != '\0') {
/*
** If this item is checked on the list, create a new trigger
** and fill it in.
*/
if (triggerlist.Is_Checked(i)) {
WWGetPrivateProfileString(TriggerClass::INI_Name(), tbuffer, NULL,
buf, sizeof(buf)-1, inibuf);
trigger = new TriggerClass();
trigger->Fill_In(tbuffer, buf);
if (trigger->House != HOUSE_NONE)
HouseTriggers[trigger->House].Add(trigger);
}
tbuffer += strlen(tbuffer)+1;
i++;
}
}
/*........................................................................
Clean up memory
........................................................................*/
trignames.Clear();
while (triggerlist.Count()) {
item = (char *)triggerlist.Get_Item(0);
triggerlist.Remove_Item(item);
delete [] item;
}
delete [] inibuf;
if (cancel) {
return(-1);
} else {
return(0);
}
}
/***************************************************************************
* MapEditClass::Import_Teams -- lets the user import teams *
* *
* <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> [OK] [Cancel] <20> *
* <20> <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, -1 = user cancelled *
* *
* WARNINGS: *
* Uses HIDBUFF. *
* *
* HISTORY: *
* 12/08/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Import_Teams(void)
{
/*........................................................................
Dialog & button dimensions
........................................................................*/
enum {
D_DIALOG_W = 528,
D_DIALOG_H = 290,
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
D_TXT8_H = 22,
D_MARGIN = 14,
D_LIST_W = 500,
D_LIST_H = 208,
D_LIST_X = D_DIALOG_X + D_MARGIN,
D_LIST_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
D_OK_W = 90,
D_OK_H = 18,
D_OK_X = D_DIALOG_CX - D_OK_W - 5,
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
D_CANCEL_W = 90,
D_CANCEL_H = 18,
D_CANCEL_X = D_DIALOG_CX + 5,
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
TEAMTXT_LEN = 43, // max length of a team entry
};
/*........................................................................
Button enumerations:
........................................................................*/
enum {
TEAM_LIST=100,
BUTTON_OK,
BUTTON_CANCEL,
};
/*........................................................................
Redraw values: in order from "top" to "bottom" layer of the dialog
........................................................................*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*........................................................................
Dialog variables:
........................................................................*/
RedrawType display; // requested redraw level
bool process; // loop while true
KeyNumType input; // user input
bool cancel = false;
static int tabs[] = {120, 180}; // list box tab stops
DynamicVectorClass<char *> teamnames; // list of INI team names
char *inibuf; // working INI buffer
CCFileClass file; // file for reading the INI file
char buf[128]; // for reading an INI entry
char *tbuffer; // Accumulation buffer of team IDs.
int len; // Length of data in buffer.
TeamTypeClass *team; // Working team pointer.
char *item; // for adding to list box
char *houseptr;
char *classptr;
int numclasses;
int i;
/*........................................................................
Buttons
........................................................................*/
ControlClass *commands = NULL; // the button list
CheckListClass teamlist (TEAM_LIST,
D_LIST_X, D_LIST_Y, D_LIST_W, D_LIST_H,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
Hires_Retrieve("BTN-UP.SHP"),
Hires_Retrieve("BTN-DN.SHP"));
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
Set_Logic_Page(SeenBuff);
/*------------------------------------------------------------------------
Read the MASTER.INI file
------------------------------------------------------------------------*/
/*........................................................................
Read the file into the staging buffer
........................................................................*/
inibuf = new char [30000];
memset(inibuf, '\0', 30000);
file.Set_Name("MASTER.INI");
if (!file.Is_Available()) {
file.Close();
delete [] inibuf;
return(-1);
} else {
file.Read(inibuf, 30000 - 1);
}
file.Close();
/*........................................................................
Read all entry names in the TeamTypes section into a temp buffer
........................................................................*/
len = strlen(inibuf) + 2;
tbuffer = inibuf + len;
WWGetPrivateProfileString(TeamTypeClass::INI_Name(), NULL, NULL, tbuffer,
30000 - len, inibuf);
/*........................................................................
For each entry in the INI section:
- Get the entry
- Generate a string describing the team
- Add that string to the list box
- Add a ptr to the INI entry name to our 'teamnames' list
........................................................................*/
while (*tbuffer != '\0') {
WWGetPrivateProfileString(TeamTypeClass::INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, inibuf);
item = new char [60];
/*
** Parse the INI entry
*/
houseptr = strtok(buf,",");
for (i = 0; i < 9; i++) {
strtok(NULL,",");
}
numclasses = atoi(strtok(NULL,","));
/*
** Generate the descriptive string
*/
sprintf(item," %s\t",tbuffer);
HousesType house = HouseTypeClass::From_Name(houseptr);
if (house != HOUSE_NONE) {
strcat(item, HouseTypeClass::As_Reference(house).Suffix);
} else {
strcat(item, "!!!");
}
strcat(item, "\t");
classptr = strtok(NULL,",");
for (i = 0; i < numclasses; i++) {
if (strlen(item) + strlen(classptr) < 60) {
strcat(item,classptr);
classptr = strtok(NULL,",");
} else {
break;
}
}
/*
** Add the item to the list box
*/
teamlist.Add_Item(item);
/*
** Add the name to our internal name list
*/
teamnames.Add(tbuffer);
tbuffer += strlen(tbuffer)+1;
}
/*
............................ Create the list .............................
*/
commands = &teamlist;
okbtn.Add_Tail(*commands);
cancelbtn.Add_Tail(*commands);
/*
------------------------ Init tab stops for list -------------------------
*/
teamlist.Set_Tabs(tabs);
/*
-------------------------- Main Processing Loop --------------------------
*/
display = REDRAW_ALL;
process = true;
while (process) {
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored){
AllSurfaces.SurfacesRestored=FALSE;
display=REDRAW_ALL;
}
/*
........................ Invoke game callback .........................
*/
Call_Back();
/*
...................... Refresh display if needed ......................
*/
if (display) {
/*
...................... Display the dialog box ......................
*/
Hide_Mouse();
if (display >= REDRAW_BACKGROUND) {
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
....................... Draw the captions .......................
*/
Fancy_Text_Print("Import Teams", D_DIALOG_CX, D_DIALOG_Y + D_MARGIN,
CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
}
/*
........................ Redraw the buttons ........................
*/
if (display >= REDRAW_BUTTONS)
commands->Flag_List_To_Redraw();
Show_Mouse();
display = REDRAW_NONE;
}
/*
........................... Get user input ............................
*/
input = commands->Input();
/*
............................ Process input ............................
*/
switch (input) {
case (TEAM_LIST | KN_BUTTON):
break;
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
process = false;
break;
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
}
}
/*
--------------------------- Redraw the display ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
/*........................................................................
Re-parse the INI section; if any item is checked in the list box, create
that team for this scenario.
........................................................................*/
if (!cancel) {
tbuffer = inibuf + len;
i = 0;
while (*tbuffer != '\0') {
/*
** If this item is checked on the list, create a new team
** and fill it in.
*/
if (teamlist.Is_Checked(i)) {
WWGetPrivateProfileString(TeamTypeClass::INI_Name(), tbuffer, NULL,
buf, sizeof(buf)-1, inibuf);
team = new TeamTypeClass();
team->Fill_In(tbuffer,buf);
}
tbuffer += strlen(tbuffer)+1;
i++;
}
}
/*........................................................................
Clean up memory
........................................................................*/
teamnames.Clear();
while (teamlist.Count()) {
item = (char *)teamlist.Get_Item(0);
teamlist.Remove_Item(item);
delete [] item;
}
delete [] inibuf;
if (cancel) {
return(-1);
} else {
return(0);
}
}
#endif