CnC_Remastered_Collection/TIBERIANDAWN/MAPEDPLC.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\mapedplc.cpv 2.16 16 Oct 1995 16:51:00 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 : MAPEDPLC.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : November 18, 1994 *
* *
* Last Update : July 4, 1995 [JLB] *
* *
*-------------------------------------------------------------------------*
* Object-placement routines *
*-------------------------------------------------------------------------*
* Functions: *
* MapEditClass::Placement_Dialog -- adds an object to the scenario *
* MapEditClass::Start_Placement -- enters placement mode *
* MapEditClass::Place_Object -- attempts to place the current object *
* MapEditClass::Cancel_Placement -- cancels placement mode *
* MapEditClass::Place_Next -- while placing object, goes to next *
* MapEditClass::Place_Prev -- while placing object, goes to previous *
* MapEditClass::Place_Next_Category -- places next object category *
* MapEditClass::Place_Prev_Category -- places previous object category *
* MapEditClass::Place_Home -- homes the placement object *
* MapEditClass::Toggle_House -- toggles current placement object's house*
* MapEditClass::Set_House_Buttons -- toggles house buttons for btn list *
* MapEditClass::Start_Trigger_Placement -- enters trigger placement mode*
* MapEditClass::Stop_Trigger_Placement -- exits trigger placement mode *
* MapEditClass::Place_Trigger -- assigns trigger to object or cell *
* MapEditClass::Start_Base_Building -- starts base-building mode *
* MapEditClass::Cancel_Base_Building -- stops base-building mode *
* MapEditClass::Build_Base_To -- builds the AI base to the given percent*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#ifdef SCENARIO_EDITOR
/***************************************************************************
* MapEditClass::Placement_Dialog -- adds an object to the scenario *
* *
* This function sets LastChoice & LastHouse to the values chosen *
* by the user. It's up to the caller to call Start_Placement to enter *
* placement mode. *
* This routine does not modify PendingObject or PendingHouse. *
* *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> [GDI] [NOD] [Neutral] <20> *
* <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20> <20> [Template] <20> *
* <20> <20> <20> [Overlay ] <20> *
* <20> <20> <20> [Smudge ] <20> *
* <20> <20> <20> [Terrain ] <20> *
* <20> <20> (Object picture) <20> [Unit ] <20> *
* <20> <20> <20> [Infantry] <20> *
* <20> <20> <20> [Aircraft] <20> *
* <20> <20> <20> [Building] <20> *
* <20> <20> <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> [<-] [->] <20>(Grid)<29> <20> *
* <20> <20> <20> <20> *
* <20> [OK] [Cancel] <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/21/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Placement_Dialog(void)
{
HousesType house;
/*........................................................................
Dialog & button dimensions
........................................................................*/
enum {
D_DIALOG_W = 480,
D_DIALOG_H = 360,
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_PICTURE_W = 304, // must be divisible by 8!
D_PICTURE_H = 210,
D_PICTURE_X = D_DIALOG_X + 16, // must start on a byte boundary!
D_PICTURE_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN,
D_PICTURE_CX = D_PICTURE_X + D_PICTURE_W / 2,
D_GDI_W = 90,
D_GDI_H = 18,
D_GDI_X = D_DIALOG_X + D_MARGIN,
D_GDI_Y = D_DIALOG_Y + D_MARGIN,
D_NOD_W = 90,
D_NOD_H = 18,
D_NOD_X = D_GDI_X + D_GDI_W,
D_NOD_Y = D_DIALOG_Y + D_MARGIN,
D_NEUTRAL_W = 90,
D_NEUTRAL_H = 18,
D_NEUTRAL_X = D_NOD_X + D_NOD_W,
D_NEUTRAL_Y = D_DIALOG_Y + D_MARGIN,
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_MULTI1_X + D_MULTI1_W,
D_MULTI2_Y = D_GDI_Y,
D_MULTI3_W = 44,
D_MULTI3_H = 18,
D_MULTI3_X = D_MULTI2_X + D_MULTI2_W,
D_MULTI3_Y = D_GDI_Y,
D_MULTI4_W = 44,
D_MULTI4_H = 18,
D_MULTI4_X = D_MULTI3_X + D_MULTI3_W,
D_MULTI4_Y = D_GDI_Y,
D_LEFT_W = 90,
D_LEFT_H = 18,
D_LEFT_X = D_PICTURE_CX - 5 - D_LEFT_W,
D_LEFT_Y = D_PICTURE_Y + D_PICTURE_H + D_MARGIN,
D_RIGHT_W = 90,
D_RIGHT_H = 18,
D_RIGHT_X = D_PICTURE_CX + 5,
D_RIGHT_Y = D_PICTURE_Y + D_PICTURE_H + D_MARGIN,
D_TEMPLATE_W = 140,
D_TEMPLATE_H = 18,
D_TEMPLATE_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_TEMPLATE_W,
D_TEMPLATE_Y = D_PICTURE_Y,
D_OVERLAY_W = 140,
D_OVERLAY_H = 18,
D_OVERLAY_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_OVERLAY_W,
D_OVERLAY_Y = D_TEMPLATE_Y + D_TEMPLATE_H,
D_SMUDGE_W = 140,
D_SMUDGE_H = 18,
D_SMUDGE_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_SMUDGE_W,
D_SMUDGE_Y = D_OVERLAY_Y + D_OVERLAY_H,
D_TERRAIN_W = 140,
D_TERRAIN_H = 18,
D_TERRAIN_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_TERRAIN_W,
D_TERRAIN_Y = D_SMUDGE_Y + D_SMUDGE_H,
D_UNIT_W = 140,
D_UNIT_H = 18,
D_UNIT_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_UNIT_W,
D_UNIT_Y = D_TERRAIN_Y + D_TERRAIN_H,
D_INFANTRY_W = 140,
D_INFANTRY_H = 18,
D_INFANTRY_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_INFANTRY_W,
D_INFANTRY_Y = D_UNIT_Y + D_UNIT_H,
D_AIRCRAFT_W = 140,
D_AIRCRAFT_H = 18,
D_AIRCRAFT_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_AIRCRAFT_W,
D_AIRCRAFT_Y = D_INFANTRY_Y + D_INFANTRY_H,
D_BUILDING_W = 140,
D_BUILDING_H = 18,
D_BUILDING_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_BUILDING_W,
D_BUILDING_Y = D_AIRCRAFT_Y + D_AIRCRAFT_H,
D_OK_W = 90,
D_OK_H = 18,
D_OK_X = D_PICTURE_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_PICTURE_CX + 5,
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - D_MARGIN,
};
/*........................................................................
Grid Dimensions
........................................................................*/
enum {
GRIDSIZE = 10,
GRIDBLOCK_W = 6,
GRIDBLOCK_H = 6,
D_GRID_X = D_DIALOG_X + D_DIALOG_W - (GRIDSIZE * GRIDBLOCK_W) - D_MARGIN,
D_GRID_Y = D_DIALOG_Y + D_DIALOG_H - (GRIDSIZE * GRIDBLOCK_H) - D_MARGIN,
};
/*........................................................................
Button enumerations:
........................................................................*/
enum {
BUTTON_GDI=100,
BUTTON_NOD,
BUTTON_NEUTRAL,
BUTTON_JP, // placeholder
BUTTON_MULTI1,
BUTTON_MULTI2,
BUTTON_MULTI3,
BUTTON_MULTI4,
BUTTON_NEXT,
BUTTON_PREV,
BUTTON_OK,
BUTTON_CANCEL,
BUTTON_TEMPLATE,
BUTTON_OVERLAY,
BUTTON_SMUDGE,
BUTTON_TERRAIN,
BUTTON_UNIT,
BUTTON_INFANTRY,
BUTTON_AIRCRAFT,
BUTTON_BUILDING,
};
/*........................................................................
Redraw values: in order from "top" to "bottom" layer of the dialog
........................................................................*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_OBJECT,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*........................................................................
Dialog variables
........................................................................*/
RedrawType display; // display level
bool process; // loop while true
bool cancel = false; // true = user cancels
const ObjectTypeClass * curobj; // Working object pointer.
int x,y; // for drawing the grid
KeyNumType input; // user input
short const *occupy; // ptr into object's OccupyList
int cell; // cell index for parsing OccupyList
int i;
int typeindex; // index of class type
/*........................................................................
Buttons
........................................................................*/
ControlClass *commands;
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 neutbtn (BUTTON_NEUTRAL, "Neutral",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NEUTRAL_X, D_NEUTRAL_Y, D_NEUTRAL_W, D_NEUTRAL_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 nextbtn (BUTTON_NEXT, TXT_RIGHT,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_RIGHT_X, D_RIGHT_Y, D_RIGHT_W, D_RIGHT_H);
TextButtonClass prevbtn (BUTTON_PREV, TXT_LEFT,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_LEFT_X, D_LEFT_Y, D_LEFT_W, D_LEFT_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);
TextButtonClass templatebtn (BUTTON_TEMPLATE, "Template",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_TEMPLATE_X, D_TEMPLATE_Y, D_TEMPLATE_W, D_TEMPLATE_H);
TextButtonClass overlaybtn (BUTTON_OVERLAY, "Overlay",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_OVERLAY_X, D_OVERLAY_Y, D_OVERLAY_W, D_OVERLAY_H);
TextButtonClass smudgebtn (BUTTON_SMUDGE, "Smudge",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_SMUDGE_X, D_SMUDGE_Y, D_SMUDGE_W, D_SMUDGE_H);
TextButtonClass terrainbtn (BUTTON_TERRAIN, "Terrain",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_TERRAIN_X, D_TERRAIN_Y, D_TERRAIN_W, D_TERRAIN_H);
TextButtonClass unitbtn (BUTTON_UNIT, "Unit",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_UNIT_X, D_UNIT_Y, D_UNIT_W, D_UNIT_H);
TextButtonClass infantrybtn (BUTTON_INFANTRY, "Infantry",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_INFANTRY_X, D_INFANTRY_Y, D_INFANTRY_W, D_INFANTRY_H);
TextButtonClass aircraftbtn (BUTTON_AIRCRAFT, "Aircraft",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_AIRCRAFT_X, D_AIRCRAFT_Y, D_AIRCRAFT_W, D_AIRCRAFT_H);
TextButtonClass buildingbtn (BUTTON_BUILDING, "Building",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_BUILDING_X, D_BUILDING_Y, D_BUILDING_W, D_BUILDING_H);
/*------------------------------------------------------------------------
Initialize addable objects list; we must do this every time in case one
of the object pools has become exhausted; that object won't be available
for adding. (Skip aircraft, since they won't be used in the editor.)
------------------------------------------------------------------------*/
Clear_List();
TemplateTypeClass::Prep_For_Add();
OverlayTypeClass::Prep_For_Add();
SmudgeTypeClass::Prep_For_Add();
TerrainTypeClass::Prep_For_Add();
UnitTypeClass::Prep_For_Add();
InfantryTypeClass::Prep_For_Add();
BuildingTypeClass::Prep_For_Add();
/*........................................................................
Compute offset of each class type in the Objects array
........................................................................*/
TypeOffset[0] = 0;
for (i=1; i<NUM_EDIT_CLASSES; i++) {
TypeOffset[i] = TypeOffset[i-1] + NumType[i-1];
}
/*
--------------------- Return if no objects to place ----------------------
*/
if (!ObjCount) {
return(-1);
}
/*
------------------------------- Initialize -------------------------------
*/
Set_Logic_Page(SeenBuff);
if (LastChoice >= ObjCount) {
LastChoice = 0;
}
curobj = Objects[LastChoice]; // current object to choose
commands = &neutbtn;
if (ScenPlayer == SCEN_PLAYER_MPLAYER) {
multi1btn.Add_Tail(*commands);
multi2btn.Add_Tail(*commands);
multi3btn.Add_Tail(*commands);
multi4btn.Add_Tail(*commands);
} else {
gdibtn.Add_Tail(*commands);
nodbtn.Add_Tail(*commands);
}
nextbtn.Add_Tail(*commands);
prevbtn.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
cancelbtn.Add_Tail(*commands);
templatebtn.Add_Tail(*commands);
overlaybtn.Add_Tail(*commands);
smudgebtn.Add_Tail(*commands);
terrainbtn.Add_Tail(*commands);
unitbtn.Add_Tail(*commands);
infantrybtn.Add_Tail(*commands);
aircraftbtn.Add_Tail(*commands);
buildingbtn.Add_Tail(*commands);
/*........................................................................
If the current house isn't valid for the current object type, cycle to
the next house.
........................................................................*/
if (!Verify_House(LastHouse,curobj)) {
LastHouse = Cycle_House(LastHouse,curobj);
}
/*
..................... Set the buttons for this house .....................
*/
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
/*
-------------------------- 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 > REDRAW_NONE) {
/*
---------------------- 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);
}
/*------------------------------------------------------------------
Display the current object:
- save the current window dimensions
- adjust the window size to the actual drawable area
- draw the shape
- reset the window dimensions
------------------------------------------------------------------*/
if (display >= REDRAW_OBJECT) {
WindowList[WINDOW_EDITOR][WINDOWX] = D_PICTURE_X >> 3;
WindowList[WINDOW_EDITOR][WINDOWY] = D_PICTURE_Y;
WindowList[WINDOW_EDITOR][WINDOWWIDTH] = D_PICTURE_W >> 3;
WindowList[WINDOW_EDITOR][WINDOWHEIGHT] = D_PICTURE_H;
Change_Window((int)WINDOW_EDITOR);
Draw_Box(D_PICTURE_X, D_PICTURE_Y, D_PICTURE_W, D_PICTURE_H,
BOXSTYLE_GREEN_DOWN, true);
curobj->Display(WinW<<2, WinH>>1, WINDOW_EDITOR, LastHouse);
/*
........................ Erase the grid .........................
*/
LogicPage->Fill_Rect(D_GRID_X - GRIDBLOCK_W * 2, D_GRID_Y,
D_GRID_X + GRIDSIZE * GRIDBLOCK_W,
D_GRID_Y + GRIDSIZE * GRIDBLOCK_H, BLACK);
/*
.............. Draw a box for every cell occupied ...............
*/
occupy = curobj->Occupy_List();
while ( (*occupy) != REFRESH_EOL) {
cell = (*occupy);
occupy++;
x = D_GRID_X + ((cell % MAP_CELL_W) * GRIDBLOCK_W);
y = D_GRID_Y + ((cell / MAP_CELL_W) * GRIDBLOCK_H);
LogicPage->Fill_Rect(x, y, x + GRIDBLOCK_W - 1, y + GRIDBLOCK_H - 1,
CC_BRIGHT_GREEN);
}
/*
..................... Draw the grid itself ......................
*/
for (y = 0; y <= GRIDSIZE; y++) {
for (x = 0; x <= GRIDSIZE; x++) {
LogicPage->Draw_Line(D_GRID_X + x * GRIDBLOCK_W, D_GRID_Y,
D_GRID_X + x * GRIDBLOCK_W,
D_GRID_Y + GRIDSIZE * GRIDBLOCK_H, CC_GREEN_SHADOW);
}
LogicPage->Draw_Line(D_GRID_X, D_GRID_Y + y * GRIDBLOCK_H,
D_GRID_X + GRIDSIZE * GRIDBLOCK_W, D_GRID_Y + y * GRIDBLOCK_H,
CC_GREEN_SHADOW);
}
/*...............................................................
Print the object's label from the class's Full_Name().
Warning: Text_String returns an EMS pointer, so standard string
functions won't work!
...............................................................*/
Fancy_Text_Print (curobj->Full_Name(),
D_PICTURE_CX, D_PICTURE_Y + D_MARGIN,
CC_GREEN, TBLACK,
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
}
/*
-------------------------- Redraw buttons --------------------------
*/
if (display >= REDRAW_BUTTONS) {
/*...............................................................
Figure out which class category we're in & highlight that button
This updates 'typeindex', which is used below, and it also updates
the category button states.
...............................................................*/
i = 0;
for (typeindex = 0; typeindex < NUM_EDIT_CLASSES; typeindex++) {
i += NumType[typeindex];
if (LastChoice < i) break;
}
templatebtn.Turn_Off();
overlaybtn.Turn_Off();
smudgebtn.Turn_Off();
terrainbtn.Turn_Off();
unitbtn.Turn_Off();
infantrybtn.Turn_Off();
aircraftbtn.Turn_Off();
buildingbtn.Turn_Off();
switch (typeindex + BUTTON_TEMPLATE) {
case BUTTON_TEMPLATE:
templatebtn.Turn_On();
break;
case BUTTON_OVERLAY:
overlaybtn.Turn_On();
break;
case BUTTON_SMUDGE:
smudgebtn.Turn_On();
break;
case BUTTON_TERRAIN:
terrainbtn.Turn_On();
break;
case BUTTON_UNIT:
unitbtn.Turn_On();
break;
case BUTTON_INFANTRY:
infantrybtn.Turn_On();
break;
case BUTTON_AIRCRAFT:
aircraftbtn.Turn_On();
break;
case BUTTON_BUILDING:
buildingbtn.Turn_On();
break;
}
}
/*
.......................... Redraw buttons ..........................
*/
commands->Draw_All();
Show_Mouse();
display = REDRAW_NONE;
}
/*
........................... Get user input ............................
*/
input = commands->Input();
/*
------------------------- Process user input --------------------------
*/
switch (input) {
/*
---------------------------- GDI House -----------------------------
*/
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):
house = (HousesType)( (input & (~KN_BUTTON)) - BUTTON_GDI);
/*
............... ignore if invalid for this object ...............
*/
if (!Verify_House(house,curobj)) {
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
break;
}
/*
...................... Set flags & buttons ......................
*/
LastHouse = house;
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
display = REDRAW_OBJECT;
break;
/*
--------------------------- Next in list ---------------------------
*/
case (KN_RIGHT):
case (BUTTON_NEXT | KN_BUTTON):
/*
..................... Increment to next obj .....................
*/
LastChoice++;
if (LastChoice == ObjCount) {
LastChoice = 0;
}
curobj = Objects[LastChoice];
/*
.................... Get valid house for obj ....................
*/
if (!Verify_House(LastHouse,curobj)) {
LastHouse = Cycle_House(LastHouse,curobj);
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
}
nextbtn.Turn_Off();
display = REDRAW_OBJECT;
break;
/*
------------------------- Previous in list -------------------------
*/
case (KN_LEFT):
case (BUTTON_PREV | KN_BUTTON):
/*
..................... Decrement to prev obj .....................
*/
LastChoice--;
if (LastChoice < 0) {
LastChoice = ObjCount-1;
}
curobj = Objects[LastChoice];
/*
.................... Get valid house for obj ....................
*/
if (!Verify_House(LastHouse,curobj)) {
LastHouse = Cycle_House(LastHouse,curobj);
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
}
prevbtn.Turn_Off();
display = REDRAW_OBJECT;
break;
/*
----------------------- Select a class type ------------------------
*/
case (BUTTON_TEMPLATE | KN_BUTTON):
case (BUTTON_OVERLAY | KN_BUTTON):
case (BUTTON_SMUDGE | KN_BUTTON):
case (BUTTON_TERRAIN | KN_BUTTON):
case (BUTTON_UNIT | KN_BUTTON):
case (BUTTON_INFANTRY | KN_BUTTON):
case (BUTTON_AIRCRAFT | KN_BUTTON):
case (BUTTON_BUILDING | KN_BUTTON):
/*
...................... Find index of class ......................
*/
typeindex = input - (BUTTON_TEMPLATE | KN_BUTTON);
/*
............ If no objects of that type, do nothing .............
*/
if (NumType[typeindex]==0) {
display = REDRAW_BUTTONS; // force to reset button states
break;
}
/*
...................... Set current object .......................
*/
LastChoice = TypeOffset[typeindex];
curobj = Objects[LastChoice];
/*
.................... Get valid house for obj ....................
*/
if (!Verify_House(LastHouse,curobj)) {
LastHouse = Cycle_House(LastHouse,curobj);
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
}
display = REDRAW_OBJECT;
break;
/*
-------------------------- Next category ---------------------------
*/
case KN_PGDN:
typeindex++;
if (typeindex==NUM_EDIT_CLASSES) {
typeindex = 0;
}
/*
...................... Set current object .......................
*/
LastChoice = TypeOffset[typeindex];
curobj = Objects[LastChoice];
/*
.................... Get valid house for obj ....................
*/
if (!Verify_House(LastHouse,curobj)) {
LastHouse = Cycle_House(LastHouse,curobj);
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
}
display = REDRAW_OBJECT;
break;
/*
------------------------ Previous category -------------------------
*/
case KN_PGUP:
typeindex--;
if (typeindex < 0) {
typeindex = NUM_EDIT_CLASSES - 1;
}
/*
...................... Set current object .......................
*/
LastChoice = TypeOffset[typeindex];
curobj = Objects[LastChoice];
/*
.................... Get valid house for obj ....................
*/
if (!Verify_House(LastHouse,curobj)) {
LastHouse = Cycle_House(LastHouse,curobj);
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
}
display = REDRAW_OBJECT;
break;
/*
------------------------ Jump to 1st choice ------------------------
*/
case KN_HOME:
LastChoice = 0;
/*
...................... Set current object .......................
*/
curobj = Objects[LastChoice];
/*
.................... Get valid house for obj ....................
*/
if (!Verify_House(LastHouse,curobj)) {
LastHouse = Cycle_House(LastHouse,curobj);
Set_House_Buttons(LastHouse, commands, BUTTON_GDI);
}
display = REDRAW_OBJECT;
break;
/*
-------------------------------- OK --------------------------------
*/
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
cancel = false;
process = false;
break;
/*
------------------------------ Cancel ------------------------------
*/
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
default:
break;
}
}
/*
--------------------------- Redraw the display ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
if (cancel) {
return(-1);
}
return(0);
}
/***************************************************************************
* MapEditClass::Start_Placement -- enters placement mode *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/04/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Start_Placement(void)
{
int i;
/*------------------------------------------------------------------------
Initialize addable objects list; we must do this every time in case one
of the object pools has become exhausted; that object won't be available
for adding.
------------------------------------------------------------------------*/
Clear_List();
TemplateTypeClass::Prep_For_Add();
OverlayTypeClass::Prep_For_Add();
SmudgeTypeClass::Prep_For_Add();
TerrainTypeClass::Prep_For_Add();
UnitTypeClass::Prep_For_Add();
InfantryTypeClass::Prep_For_Add();
//AircraftTypeClass::Prep_For_Add();
BuildingTypeClass::Prep_For_Add();
/*........................................................................
Compute offset of each class type in the Objects array
........................................................................*/
TypeOffset[0] = 0;
for (i=1; i<NUM_EDIT_CLASSES; i++) {
TypeOffset[i] = TypeOffset[i-1] + NumType[i-1];
}
/*
---------------------- Create the placement object -----------------------
*/
/*------------------------------------------------------------------------
Create the placement object:
- For normal placement mode, use the last-used index into Objects
(LastChoice), and the last-used house (LastHouse).
- For base-building mode, force the object to be a building, and use the
House specified in the Base object
------------------------------------------------------------------------*/
if (!BaseBuilding) {
if (LastChoice >= ObjCount)
LastChoice = ObjCount - 1;
PendingObject = Objects[LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(LastHouse));
} else {
if (LastChoice < TypeOffset[7])
LastChoice = TypeOffset[7];
if (LastChoice >= ObjCount)
LastChoice = ObjCount - 1;
PendingObject = Objects[LastChoice];
PendingHouse = LastHouse = Base.House;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(LastHouse));
}
/*
------------------- Error if no more objects available -------------------
*/
if (!PendingObjectPtr) {
CCMessageBox().Process("No more objects of this type available.");
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
PendingObject = NULL;
if (BaseBuilding)
Cancel_Base_Building();
return;
}
/*
------------------------ Set the placement cursor ------------------------
*/
Set_Cursor_Pos();
Set_Cursor_Shape(PendingObject->Occupy_List());
}
/***************************************************************************
* MapEditClass::Place_Object -- attempts to place the current object *
* *
* Placement of "real" objects is simply checked via their Unlimbo routine.*
* Placement of templates is more complex: *
* - for every cell in the template's OccupyList, check for objects *
* already in that cell by looking at the cell's OccupyList & *
* OverlapList *
* - "lift" all the objects in the cell by Mark'ing them *
* - temporarily place the template in that cell *
* - try to Unlimbo all the objects that were in the cell. If any *
* objects fail to Unlimbo onto that template, the template cannot *
* be placed here *
* *
* It is assumed that the object being placed is a "new" object; the *
* object's strength & mission are not set during Unlimbo. *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, -1 = unable to place *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/04/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Place_Object(void)
{
CELL template_cell; // cell being checked for template
COORDINATE obj_coord; // coord of occupier object
int okflag; // OK to place a template?
short const *occupy; // ptr into template's OccupyList
ObjectClass *occupier; // occupying object
TemplateType save_ttype; // for saving cell's TType
unsigned char save_ticon; // for saving cell's TIcon
BaseNodeClass node; // for adding to an AI Base
/*------------------------------------------------------------------------
Placing a template:
- first lift up any objects in the cell
- place the template, and try to replace the objects; if they won't go
back, the template can't go there
------------------------------------------------------------------------*/
//ScenarioInit++;
if (PendingObject->What_Am_I() == RTTI_TEMPLATETYPE) {
/*
.......... Loop through all cells this template will occupy ...........
*/
okflag = true;
occupy = PendingObject->Occupy_List();
while ((*occupy) != REFRESH_EOL) {
/*
................. Check this cell for an occupier ..................
*/
template_cell = (ZoneCell+ZoneOffset) + (*occupy);
if ((*this)[template_cell].Cell_Occupier()) {
occupier = (*this)[template_cell].Cell_Occupier();
/*
.................. Save object's coordinates ....................
*/
obj_coord = occupier->Coord;
/*
................... Place the object in limbo ...................
*/
occupier->Mark(MARK_UP);
/*
................ Set the cell's template values .................
*/
save_ttype = (*this)[template_cell].TType;
save_ticon = (*this)[template_cell].TIcon;
(*this)[template_cell].TType =
((TemplateTypeClass *)PendingObject)->Type;
(*this)[template_cell].TIcon = Cell_X(*occupy) + Cell_Y(*occupy) *
((TemplateTypeClass *)PendingObject)->Width;
(*this)[template_cell].Recalc_Attributes();
/*
................ Try to put the object back down ................
*/
if (occupier->Can_Enter_Cell(Coord_Cell(obj_coord)) != MOVE_OK) {
okflag = false;
}
/*
.............. Put everything back the way it was ...............
*/
(*this)[template_cell].TType = save_ttype;
(*this)[template_cell].TIcon = save_ticon;
(*this)[template_cell].Recalc_Attributes();
/*
.......... Major error if can't replace the object now ..........
*/
occupier->Mark(MARK_DOWN);
}
occupy++;
}
/*
......... If it's still OK after ALL THAT, place the template .........
*/
if (okflag) {
if (PendingObjectPtr->Unlimbo(Cell_Coord(ZoneCell + ZoneOffset))) {
/*...............................................................
Loop through all cells occupied by this template, and clear the
smudge & overlay.
...............................................................*/
occupy = PendingObject->Occupy_List();
while ((*occupy) != REFRESH_EOL) {
/*
............... Get cell for this occupy item ................
*/
template_cell = (ZoneCell+ZoneOffset) + (*occupy);
/*
................... Clear smudge & overlay ...................
*/
(*this)[template_cell].Overlay = OVERLAY_NONE;
(*this)[template_cell].OverlayData = 0;
(*this)[template_cell].Smudge = SMUDGE_NONE;
/*
............ make adjacent cells recalc attrib's .............
*/
(*this)[template_cell].Recalc_Attributes();
(*this)[template_cell].Wall_Update();
(*this)[template_cell].Concrete_Calc();
occupy++;
}
/*
......................... Set flags etc .........................
*/
PendingObjectPtr = 0;
PendingObject = 0;
PendingHouse = HOUSE_NONE;
Set_Cursor_Shape(0);
//ScenarioInit--;
TotalValue = Overpass();
Flag_To_Redraw(false);
return(0);
}
/*
** Failure to deploy results in a returned failure code.
*/
//ScenarioInit--;
return(-1);
}
/*
........................ Not OK; return error .........................
*/
//ScenarioInit--;
return(-1);
}
/*------------------------------------------------------------------------
Placing infantry: Infantry can go into cell sub-positions, so find the
sub-position closest to the mouse & put him there
------------------------------------------------------------------------*/
if (PendingObject->What_Am_I() == RTTI_INFANTRYTYPE) {
/*
....................... Find cell sub-position ........................
*/
if (Is_Spot_Free(Pixel_To_Coord(Get_Mouse_X(),Get_Mouse_Y()))) {
obj_coord = Closest_Free_Spot(Pixel_To_Coord(Get_Mouse_X(),
Get_Mouse_Y()));
} else {
obj_coord = NULL;
}
/*
................ No free spots; don't place the object ................
*/
if (obj_coord == NULL) {
//ScenarioInit--;
return(-1);
}
/*
......................... Unlimbo the object ..........................
*/
if (PendingObjectPtr->Unlimbo(obj_coord)) {
((InfantryClass *)PendingObjectPtr)->Set_Occupy_Bit(obj_coord);
// Map[Coord_Cell(obj_coord)].Flag.Composite |=
// (1 << CellClass::Spot_Index(obj_coord));
PendingObjectPtr = 0;
PendingObject = 0;
PendingHouse = HOUSE_NONE;
Set_Cursor_Shape(0);
//ScenarioInit--;
return(0);
}
//ScenarioInit--;
return(-1);
}
/*------------------------------------------------------------------------
Placing an object
------------------------------------------------------------------------*/
if (PendingObjectPtr->Unlimbo(Cell_Coord(ZoneCell + ZoneOffset))) {
/*
** Update the Tiberium computation if we're placing an overlay
*/
if (PendingObject->What_Am_I() == RTTI_OVERLAYTYPE &&
((OverlayTypeClass *)PendingObject)->IsTiberium) {
TotalValue = Overpass();
Flag_To_Redraw(false);
}
/*
** If we're building a base, add this building to the base's Node list.
*/
if (BaseBuilding && PendingObject->What_Am_I() == RTTI_BUILDINGTYPE) {
node.Type = ((BuildingTypeClass *)PendingObject)->Type;
node.Coord = PendingObjectPtr->Coord;
Base.Nodes.Add(node);
}
PendingObjectPtr = 0;
PendingObject = 0;
PendingHouse = HOUSE_NONE;
Set_Cursor_Shape(0);
//ScenarioInit--;
return(0);
}
return(-1);
}
/***************************************************************************
* MapEditClass::Cancel_Placement -- cancels placement mode *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/04/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Cancel_Placement(void)
{
/*
---------------------- Delete the placement object -----------------------
*/
delete PendingObjectPtr;
PendingObject = 0;
PendingObjectPtr = 0;
PendingHouse = HOUSE_NONE;
/*
-------------------------- Restore cursor shape --------------------------
*/
Set_Cursor_Shape(0);
/*
----------------- Redraw the map to erase old leftovers ------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
/***************************************************************************
* MapEditClass::Place_Next -- while placing object, goes to next *
* *
* - Deletes the current 'PendingObjectPtr' *
* - Increments LastChoice *
* - Tries to create a new 'PendingObjectPtr'; if fails, keeps *
* incrementing until it gets it *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/03/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Place_Next(void)
{
delete PendingObjectPtr;
PendingObjectPtr = NULL;
PendingObject = NULL;
/*
------------------ Loop until we create a valid object -------------------
*/
while (!PendingObjectPtr) {
/*
................. Go to next object in Objects list ...................
*/
LastChoice++;
if (LastChoice == ObjCount) {
/*
** If we're in normal placement mode, wrap to the 1st object;
** if we're in base-building mode, wrap to the 1st building
*/
if (!BaseBuilding) {
LastChoice = 0;
} else {
LastChoice = TypeOffset[7];
}
}
/*
................... Get house for this object type ....................
*/
if (!Verify_House(LastHouse,Objects[LastChoice])) {
/*
** If we're in normal placement mode, change the current
** placement house to the one that can own this object.
** If we're building a base, skip ahead to the next object if the
** base's house can't own this one.
*/
if (!BaseBuilding) {
LastHouse = Cycle_House(LastHouse,Objects[LastChoice]);
} else {
continue;
}
}
/*
....................... Create placement object .......................
*/
PendingObject = Objects[LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
if (!PendingObjectPtr) {
PendingObject = NULL;
}
}
/*
------------------------ Set the new cursor shape ------------------------
*/
Set_Cursor_Pos();
Set_Cursor_Shape(0);
Set_Cursor_Shape(PendingObject->Occupy_List());
/*
----------------- Redraw the map to erase old leftovers ------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
/***************************************************************************
* MapEditClass::Place_Prev -- while placing object, goes to previous *
* *
* - Deletes the current 'PendingObjectPtr' *
* - Decrements LastChoice *
* - Tries to create a new 'PendingObjectPtr'; if fails, keeps *
* decrementing until it gets it *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/03/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Place_Prev(void)
{
delete PendingObjectPtr;
PendingObjectPtr = NULL;
PendingObject = NULL;
/*
------------------ Loop until we create a valid object -------------------
*/
while (!PendingObjectPtr) {
/*
................. Go to prev object in Objects list ..................
*/
LastChoice--;
/*
** If we're in normal placement mode, wrap at the 1st object.
** If we're building a base, wrap at the 1st building.
*/
if (!BaseBuilding) {
if (LastChoice < 0)
LastChoice = ObjCount - 1;
} else {
if (LastChoice < TypeOffset[7])
LastChoice = ObjCount - 1;
}
/*
................... Get house for this object type ....................
*/
if (!Verify_House(LastHouse,Objects[LastChoice])) {
/*
** If we're in normal placement mode, change the current
** placement house to the one that can own this object.
** If we're building a base, skip ahead to the next object if the
** base's house can't own this one.
*/
if (!BaseBuilding) {
LastHouse = Cycle_House(LastHouse,Objects[LastChoice]);
} else {
continue;
}
}
/*
....................... Create placement object .......................
*/
PendingObject = Objects[LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
if (!PendingObjectPtr) {
PendingObject = NULL;
}
}
/*
------------------------ Set the new cursor shape ------------------------
*/
Set_Cursor_Pos();
Set_Cursor_Shape(0);
Set_Cursor_Shape(PendingObject->Occupy_List());
/*
----------------- Redraw the map to erase old leftovers ------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
/***************************************************************************
* MapEditClass::Place_Next_Category -- places next category of object *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/03/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Place_Next_Category(void)
{
int i;
/*
** Don't allow this command if we're building a base; the only valid
** category for base-building is buildings.
*/
if (BaseBuilding) {
return;
}
delete PendingObjectPtr;
PendingObjectPtr = NULL;
PendingObject = NULL;
/*
------------------ Go to next category in Objects list -------------------
*/
i = LastChoice;
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
i++;
if (i == ObjCount) {
i = 0;
}
}
LastChoice = i;
/*
------------------ Loop until we create a valid object -------------------
*/
while (!PendingObjectPtr) {
/*
................... Get house for this object type ....................
*/
if (!Verify_House(LastHouse,Objects[LastChoice])) {
LastHouse = Cycle_House(LastHouse,Objects[LastChoice]);
}
/*
....................... Create placement object .......................
*/
PendingObject = Objects[LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
/*
.................. If this one failed, try the next ...................
*/
if (!PendingObjectPtr) {
PendingObject = NULL;
LastChoice++;
if (LastChoice == ObjCount) {
LastChoice = 0;
}
}
}
/*
------------------------ Set the new cursor shape ------------------------
*/
Set_Cursor_Pos();
Set_Cursor_Shape(0);
Set_Cursor_Shape(PendingObject->Occupy_List());
/*
----------------- Redraw the map to erase old leftovers ------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
/***************************************************************************
* MapEditClass::Place_Prev_Category -- places previous category of object *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/03/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Place_Prev_Category(void)
{
int i;
/*
** Don't allow this command if we're building a base; the only valid
** category for base-building is buildings.
*/
if (BaseBuilding) {
return;
}
delete PendingObjectPtr;
PendingObjectPtr = NULL;
PendingObject = NULL;
/*
------------------ Go to prev category in Objects list -------------------
*/
i = LastChoice;
/*
..................... Scan for the previous category .....................
*/
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
i--;
if (i < 0) {
i = ObjCount - 1;
}
}
/*
.................... Scan for start of this category .....................
*/
LastChoice = i;
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
LastChoice = i;
i--;
if (i < 0) {
i = ObjCount - 1;
}
}
/*
------------------ Loop until we create a valid object -------------------
*/
while (!PendingObjectPtr) {
/*
................... Get house for this object type ....................
*/
if (!Verify_House(LastHouse,Objects[LastChoice])) {
LastHouse = Cycle_House(LastHouse,Objects[LastChoice]);
}
/*
....................... Create placement object .......................
*/
PendingObject = Objects[LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
/*
.................. If this one failed, try the next ...................
*/
if (!PendingObjectPtr) {
PendingObject = NULL;
LastChoice--;
if (LastChoice < 0) {
LastChoice = ObjCount - 1;
}
}
}
/*
------------------------ Set the new cursor shape ------------------------
*/
Set_Cursor_Pos();
Set_Cursor_Shape(0);
Set_Cursor_Shape(PendingObject->Occupy_List());
/*
----------------- Redraw the map to erase old leftovers ------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
/***************************************************************************
* MapEditClass::Place_Home -- homes the placement object *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/03/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Place_Home(void)
{
delete PendingObjectPtr;
PendingObjectPtr = NULL;
PendingObject = NULL;
/*
** Don't allow this command if we're building a base; the only valid
** category for base-building is buildings.
*/
if (BaseBuilding) {
return;
}
/*
------------------ Loop until we create a valid object -------------------
*/
LastChoice = 0;
while (!PendingObjectPtr) {
/*
................... Get house for this object type ....................
*/
if (!Verify_House(LastHouse,Objects[LastChoice])) {
LastHouse = Cycle_House(LastHouse,Objects[LastChoice]);
}
/*
....................... Create placement object .......................
*/
PendingObject = Objects[LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
/*
.................. If this one failed, try the next ...................
*/
if (!PendingObjectPtr) {
PendingObject = NULL;
LastChoice++;
if (LastChoice == ObjCount) {
LastChoice = 0;
}
}
}
/*
------------------------ Set the new cursor shape ------------------------
*/
Set_Cursor_Pos();
Set_Cursor_Shape(0);
Set_Cursor_Shape(PendingObject->Occupy_List());
/*
----------------- Redraw the map to erase old leftovers ------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
/***************************************************************************
* MapEditClass::Toggle_House -- toggles current placement object's house *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/04/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Toggle_House(void)
{
TechnoClass *tp;
/*
** Don't allow this command if we're building a base; the only valid
** house for base-building is the one assigned to the base.
*/
if (BaseBuilding) {
return;
}
/*------------------------------------------------------------------------
Only techno objects can be owned by a house; return if not a techno
------------------------------------------------------------------------*/
if (!PendingObjectPtr->Is_Techno()) {
return;
}
/*------------------------------------------------------------------------
Select the house that will own this object
------------------------------------------------------------------------*/
LastHouse = Cycle_House(PendingObjectPtr->Owner(), PendingObject);
/*------------------------------------------------------------------------
Change the house
------------------------------------------------------------------------*/
tp = (TechnoClass *)PendingObjectPtr;
tp->House = HouseClass::As_Pointer(LastHouse);
/*------------------------------------------------------------------------
Set house variables to new house
------------------------------------------------------------------------*/
PendingHouse = LastHouse;
}
/***************************************************************************
* MapEditClass::Set_House_Buttons -- toggles house buttons for btn list *
* *
* Looks in the given button list for the given GDI, NOD & Neutral button *
* id's. Sets the On/Off state of the buttons based on the given house, *
* only if that button is found in the list. *
* *
* INPUT: *
* house house to set buttons to *
* btnlist ptr to button list to search *
* base_id button ID for GDI; assumes other id's are sequential*
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/23/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Set_House_Buttons(HousesType house, GadgetClass *btnlist, int base_id)
{
HousesType h;
int id;
TextButtonClass *btn;
/*
** Loop through all houses, searching the button list for each one.
*/
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
/*
** Compute the desired button ID; get a pointer to the button
*/
id = (int)h + base_id;
btn = (TextButtonClass *)btnlist->Extract_Gadget(id);
if (btn) {
/*
** If this house value is the desired one, turn the button on;
** otherwise, turn it off.
*/
if (h == house) {
btn->Turn_On();
} else {
btn->Turn_Off();
}
}
}
}
/***************************************************************************
* MapEditClass::Start_Trigger_Placement -- enters trigger placement mode *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/01/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Start_Trigger_Placement(void)
{
Set_Default_Mouse(MOUSE_CAN_MOVE);
Override_Mouse_Shape(MOUSE_CAN_MOVE);
}
/***************************************************************************
* MapEditClass::Stop_Trigger_Placement -- exits trigger placement mode *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/01/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Stop_Trigger_Placement(void)
{
CurTrigger = NULL;
Set_Default_Mouse(MOUSE_NORMAL);
Override_Mouse_Shape(MOUSE_NORMAL);
}
/***************************************************************************
* MapEditClass::Place_Trigger -- assigns trigger to object or cell *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/01/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Place_Trigger(void)
{
ObjectClass * object=NULL; // Generic object clicked on.
int x,y;
CELL cell; // Cell that was selected.
/*
-------------------- See if an object was clicked on ---------------------
*/
x = _Kbd->MouseQX;
y = _Kbd->MouseQY;
/*
............................ Get cell for x,y ............................
*/
cell = Click_Cell_Calc(x, y);
/*
............... Convert x,y to offset from cell upper-left ...............
*/
x = (x-TacPixelX) % ICON_PIXEL_W;
y = (y-TacPixelY) % ICON_PIXEL_H;
/*
......................... Get object at that x,y .........................
*/
object = Cell_Object(cell, x, y);
/*
---------------------- Assign trigger to an object -----------------------
*/
if (object && TriggerClass::Event_Need_Object(CurTrigger->Event)) {
object->Trigger = CurTrigger;
} else {
/*
------------------------ Assign trigger to a cell ------------------------
*/
if (CurTrigger->Event <= EVENT_OBJECTFIRST) {
Map[cell].IsTrigger = 1;
CellTriggers[cell] = CurTrigger;
}
}
/*
-------------------------- Force map to redraw ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
}
/***************************************************************************
* MapEditClass::Start_Base_Building -- starts base-building mode *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/01/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Start_Base_Building(void)
{
/*
** Fully build the base so the user can edit it
*/
Build_Base_To(100);
/*
** Start placement mode
*/
BaseBuilding = 1;
Start_Placement();
/*
** Force map to redraw
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
}
/***************************************************************************
* MapEditClass::Cancel_Base_Building -- stops base-building mode *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/01/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Cancel_Base_Building(void)
{
/*
** Build the base to the proper amount
*/
Build_Base_To(BasePercent);
/*
** Cancel placement mode
*/
Cancel_Placement();
BaseBuilding = 0;
/*
** Force map to redraw
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
}
/***************************************************************************
* MapEditClass::Build_Base_To -- builds the AI base to the given percent *
* *
* INPUT: *
* percent percentage to build base to *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/01/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Build_Base_To(int percent)
{
int i;
int num_buildings;
BuildingTypeClass const *objtype;
BuildingClass *obj;
//ScenarioInit++;
/*
** Completely dismantle the base, so we start at a known point
*/
for (i = 0; i < Base.Nodes.Count(); i++) {
if (Base.Is_Built(i)) {
obj = Base.Get_Building(i);
delete obj;
}
}
/*
** Compute number of buildings to build
*/
num_buildings = (Base.Nodes.Count() * percent) / 100;
/*
** Build the base to the desired amount
*/
for (i = 0; i < num_buildings; i++) {
/*
** Get a ptr to the type of building to build, create one, and unlimbo it.
*/
objtype = &BuildingTypeClass::As_Reference(Base.Nodes[i].Type);
obj = (BuildingClass *)objtype->Create_One_Of(HouseClass::As_Pointer(Base.House));
/*
** If unlimbo fails, error out
*/
if (!obj->Unlimbo(Base.Nodes[i].Coord)) {
delete obj;
CCMessageBox().Process("Unable to build base!");
return;
}
}
//ScenarioInit--;
}
#endif