CnC_Remastered_Collection/TIBERIANDAWN/MAPEDSEL.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

605 lines
23 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\mapedsel.cpv 2.18 16 Oct 1995 16:49:58 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 : MAPEDSEL.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : November 18, 1994 *
* *
* Last Update : February 2, 1995 [BR] *
* *
*-------------------------------------------------------------------------*
* Object-selection & manipulation routines *
*-------------------------------------------------------------------------*
* Functions: *
* MapEditClass::Select_Object -- selects an object for processing *
* MapEditClass::Select_Next -- selects next object on the map *
* MapEditClass::Popup_Controls -- shows/hides the pop-up object controls*
* MapEditClass::Grab_Object -- grabs the current object *
* MapEditClass::Move_Grabbed_Object -- moves the grabbed object *
* MapEditClass::Change_House -- changes CurrentObject's house *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#ifdef SCENARIO_EDITOR
/***************************************************************************
* Select_Object -- selects an object for processing *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = object selected, -1 = none *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/04/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Select_Object(void)
{
ObjectClass *object=NULL; // Generic object clicked on.
int x,y;
CELL cell; // Cell that was selected.
int rc=0;
/*
-------------------- 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);
/*
----------------- If no object, unselect the current one -----------------
*/
if (!object) {
if (CurrentObject.Count()) {
/*
................... Unselect all current objects ...................
*/
Unselect_All();
/*
..................... Turn off object controls .....................
*/
Popup_Controls();
}
rc = -1;
} else {
/*
------------------ Select object only if it's different ------------------
*/
if (!CurrentObject.Count() || (CurrentObject.Count() && object != CurrentObject[0])) {
/*
..................... Unselect all current objects ....................
*/
Unselect_All();
object->Select();
/*
................... Set mouse shape back to normal ....................
*/
Set_Default_Mouse(MOUSE_NORMAL);
Override_Mouse_Shape(MOUSE_NORMAL);
/*
....................... Show the popup controls .......................
*/
Popup_Controls();
}
}
/*
-------------------------- Force map to redraw ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
return(rc);
}
/***************************************************************************
* MapEditClass::Select_Next -- selects next object on the map *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/22/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Select_Next(void)
{
ObjectClass * obj;
CELL obj_cell;
int smap_w; // screen map width in icons
int smap_h; // screen map height in icons
int cell_x; // cell-x of next object
int cell_y; // cell-y of next object
int tcell_x; // cell-x of TacticalCell
int tcell_y; // cell-y of TacticalCell
/*
----------------------- Get next object on the map -----------------------
*/
obj = Map.Next_Object(CurrentObject[0]);
if (obj) {
/*
............... Unselect current object if there is one ...............
*/
Unselect_All();
/*
......................... Select this object ..........................
*/
obj->Select();
}
/*
--------------------- Restore mouse shape to normal ----------------------
*/
Set_Default_Mouse(MOUSE_NORMAL);
Override_Mouse_Shape(MOUSE_NORMAL);
/*
-------------------------- Show pop-up controls --------------------------
*/
Popup_Controls();
/*
---------------- Make sure object is shown on the screen -----------------
*/
/*
..................... compute screen map dimensions ......................
*/
smap_w = Lepton_To_Cell(TacLeptonWidth);
smap_h = Lepton_To_Cell(TacLeptonHeight);
/*
...................... compute x,y of object's cell ......................
*/
obj_cell = Coord_Cell(CurrentObject[0]->Coord);
cell_x = Cell_X(obj_cell);
cell_y = Cell_Y(obj_cell);
tcell_x = Coord_XCell(TacticalCoord);
tcell_y = Coord_YCell(TacticalCoord);
/*
................... If object is off-screen, move map ....................
*/
if (cell_x < tcell_x) {
tcell_x = cell_x;
} else {
if (cell_x >= tcell_x + smap_w) {
tcell_x = cell_x - smap_w + 1;
}
}
if (cell_y < tcell_y) {
tcell_y = cell_y;
} else {
if (cell_y >= tcell_y + smap_h) {
tcell_y = cell_y - smap_h + 1;
}
}
ScenarioInit++;
Set_Tactical_Position(XY_Coord(Cell_To_Lepton(tcell_x), Cell_To_Lepton(tcell_y)));
ScenarioInit--;
/*
-------------------------- Force map to redraw ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
}
/***************************************************************************
* MapEditClass::Popup_Controls -- shows/hides the pop-up object controls *
* *
* Call this routine whenever the CurrentObject changes. The routine will *
* selectively enable or disable the popup controls based on whether *
* CurrentObject is NULL, or if it's a Techno object, or what type of *
* Techno object it is. *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/22/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Popup_Controls(void)
{
const TechnoTypeClass * objtype = NULL;
HousesType owner; // object's current owner
int mission_index; // object's current mission
int strength; // object's 0-255 strength value
int i;
/*------------------------------------------------------------------------
Remove all buttons from GScreen's button list (so none of them provide
input any more); then, destroy the list by Zapping each button. Then,
we'll have to add at least the MapArea button back to the Input button
list before we return, plus any other buttons to process input for. We
always must add MapArea LAST in the list, so it doesn't intercept the
other buttons' input.
------------------------------------------------------------------------*/
Remove_A_Button(*GDIButton);
Remove_A_Button(*NODButton);
Remove_A_Button(*NeutralButton);
Remove_A_Button(*Multi1Button);
Remove_A_Button(*Multi2Button);
Remove_A_Button(*Multi3Button);
Remove_A_Button(*Multi4Button);
Remove_A_Button(*MissionList);
Remove_A_Button(*HealthGauge);
Remove_A_Button(*HealthText);
Remove_A_Button(*FacingDial);
Remove_A_Button(*BaseGauge);
Remove_A_Button(*BaseLabel);
Remove_A_Button(*MapArea);
/*
------------------ If no current object, hide the list -------------------
*/
if (!CurrentObject.Count()) {
Add_A_Button(*BaseGauge);
Add_A_Button(*BaseLabel);
Add_A_Button(*MapArea);
return;
}
/*
--------------- If not Techno, no need for editing buttons ---------------
*/
if (!CurrentObject[0]->Is_Techno()) {
Add_A_Button(*BaseGauge);
Add_A_Button(*BaseLabel);
Add_A_Button(*MapArea);
return;
}
objtype = (TechnoTypeClass const *)&CurrentObject[0]->Class_Of();
/*
---------------------- Get object's current values -----------------------
*/
owner = CurrentObject[0]->Owner();
mission_index = 0;
for (i = 0; i < NUM_EDIT_MISSIONS; i++) {
if (CurrentObject[0]->Get_Mission() == MapEditMissions[i]) {
mission_index = i;
}
}
strength = CurrentObject[0]->Health_Ratio();
/*
----------------------------- House buttons ------------------------------
*/
if (ScenPlayer == SCEN_PLAYER_MPLAYER) {
if (Verify_House(HOUSE_NEUTRAL, &CurrentObject[0]->Class_Of())) {
Add_A_Button(*NeutralButton);
}
if (Verify_House(HOUSE_MULTI1, &CurrentObject[0]->Class_Of())) {
Add_A_Button(*Multi1Button);
}
if (Verify_House(HOUSE_MULTI2, &CurrentObject[0]->Class_Of())) {
Add_A_Button(*Multi2Button);
}
if (Verify_House(HOUSE_MULTI3, &CurrentObject[0]->Class_Of())) {
Add_A_Button(*Multi3Button);
}
if (Verify_House(HOUSE_MULTI4, &CurrentObject[0]->Class_Of())) {
Add_A_Button(*Multi4Button);
}
} else {
if (Verify_House(HOUSE_NEUTRAL, &CurrentObject[0]->Class_Of())) {
Add_A_Button(*NeutralButton);
}
if (Verify_House(HOUSE_BAD, &CurrentObject[0]->Class_Of())) {
Add_A_Button(*NODButton);
}
if (Verify_House(HOUSE_GOOD, &CurrentObject[0]->Class_Of())) {
Add_A_Button(*GDIButton);
}
}
/*
........................ Set house button states .........................
*/
if (Buttons) {
Set_House_Buttons(owner, Buttons, POPUP_GDI);
}
switch (objtype->What_Am_I()) {
case RTTI_UNITTYPE:
case RTTI_INFANTRYTYPE:
case RTTI_AIRCRAFTTYPE:
MissionList->Set_Selected_Index(mission_index);
HealthGauge->Set_Value(strength);
sprintf(HealthBuf, "%d", CurrentObject[0]->Strength);
FacingDial->Set_Direction(((TechnoClass *)CurrentObject[0])->PrimaryFacing);
/*
** Make the list.
*/
Add_A_Button(*MissionList);
Add_A_Button(*HealthGauge);
Add_A_Button(*HealthText);
Add_A_Button(*FacingDial);
break;
case RTTI_BUILDINGTYPE:
HealthGauge->Set_Value(strength);
sprintf(HealthBuf, "%d", CurrentObject[0]->Strength);
Add_A_Button(*HealthGauge);
Add_A_Button(*HealthText);
if (objtype->IsTurretEquipped) {
FacingDial->Set_Direction(((TechnoClass *) CurrentObject[0])->PrimaryFacing);
Add_A_Button(*FacingDial);
}
break;
}
/*------------------------------------------------------------------------
Add the map area last, so it's "underneath" the other buttons, and won't
intercept input for those buttons.
------------------------------------------------------------------------*/
Add_A_Button(*BaseGauge);
Add_A_Button(*BaseLabel);
Add_A_Button(*MapArea);
}
/***************************************************************************
* MapEditClass::Grab_Object -- grabs the current object *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/07/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Grab_Object(void)
{
CELL cell;
if (CurrentObject.Count()) {
GrabbedObject = CurrentObject[0];
/*------------------------------------------------------------------------
Find out which cell 'ZoneCell' is in relation to the object's current cell
------------------------------------------------------------------------*/
cell = Coord_Cell(GrabbedObject->Coord);
GrabOffset = cell - ZoneCell;
}
}
/***************************************************************************
* MapEditClass::Move_Grabbed_Object -- moves the grabbed object *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = object moved, -1 = it didn't *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/07/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Move_Grabbed_Object(void)
{
COORDINATE new_coord = 0;
int retval = -1;
/*
--------------------------- Lift up the object ---------------------------
*/
GrabbedObject->Mark(MARK_UP);
/*------------------------------------------------------------------------
If infantry, use a free spot in this cell
------------------------------------------------------------------------*/
if (GrabbedObject->Is_Infantry()) {
if (Is_Spot_Free(Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y()))) {
new_coord = Closest_Free_Spot(Pixel_To_Coord(Get_Mouse_X(),
Get_Mouse_Y()));
/*..................................................................
Clear the occupied bit in this infantry's cell.
..................................................................*/
((InfantryClass *)GrabbedObject)->Clear_Occupy_Bit(GrabbedObject->Coord);
// Map[Coord_Cell(GrabbedObject->Coord)].Flag.Composite &=
// ~(1 << CellClass::Spot_Index(GrabbedObject->Coord));
} else {
new_coord = NULL;
}
} else {
/*------------------------------------------------------------------------
Non-infantry: use cell's center coordinate
------------------------------------------------------------------------*/
new_coord = Cell_Coord(ZoneCell + GrabOffset);
if (GrabbedObject->What_Am_I() == RTTI_BUILDING ||
GrabbedObject->What_Am_I() == RTTI_TERRAIN) {
new_coord &= 0xFF00FF00L;
}
/*
................ Try to place object at new coordinate ................
*/
if (GrabbedObject->Can_Enter_Cell(Coord_Cell(new_coord)) != MOVE_OK) {
new_coord = NULL;
}
}
if (new_coord != NULL) {
/*
** If this object is part of the AI's Base list, change the coordinate
** in the Base's Node list.
*/
if (GrabbedObject->What_Am_I()==RTTI_BUILDING &&
Base.Get_Node((BuildingClass *)GrabbedObject))
Base.Get_Node((BuildingClass *)GrabbedObject)->Coord = new_coord;
GrabbedObject->Coord = new_coord;
retval = 0;
}
GrabbedObject->Mark(MARK_DOWN);
/*------------------------------------------------------------------------
For infantry, set the bit in its new cell marking that spot as occupied.
------------------------------------------------------------------------*/
if (GrabbedObject->Is_Infantry()) {
((InfantryClass *)GrabbedObject)->Set_Occupy_Bit(new_coord);
// Map[Coord_Cell(new_coord)].Flag.Composite |=
// (1 << CellClass::Spot_Index(new_coord));
}
/*------------------------------------------------------------------------
Re-select the object, and reset the mouse pointer
------------------------------------------------------------------------*/
Set_Default_Mouse(MOUSE_NORMAL);
Override_Mouse_Shape(MOUSE_NORMAL);
Flag_To_Redraw(true);
return(retval);
}
/***************************************************************************
* MapEditClass::Change_House -- changes CurrentObject's house *
* *
* INPUT: *
* newhouse house to change to *
* *
* OUTPUT: *
* 1 = house was changed, 0 = it wasn't *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/17/1994 BR : Created. *
*=========================================================================*/
bool MapEditClass::Change_House(HousesType newhouse)
{
TechnoClass *tp;
/*------------------------------------------------------------------------
Return if no current object
------------------------------------------------------------------------*/
if (!CurrentObject.Count()) {
return(false);
}
/*------------------------------------------------------------------------
Only techno objects can be owned by a house; return if not a techno
------------------------------------------------------------------------*/
if (!CurrentObject[0]->Is_Techno()) {
return(false);
}
/*------------------------------------------------------------------------
You can't change the house if the object is part of the AI's Base.
------------------------------------------------------------------------*/
if (CurrentObject[0]->What_Am_I()==RTTI_BUILDING && Base.Is_Node((BuildingClass *)CurrentObject[0])) {
return(false);
}
/*------------------------------------------------------------------------
Verify that the target house exists
------------------------------------------------------------------------*/
if (HouseClass::As_Pointer(newhouse)==NULL) {
return(false);
}
/*------------------------------------------------------------------------
Verify that this is a valid owner
------------------------------------------------------------------------*/
if (!Verify_House(newhouse, &CurrentObject[0]->Class_Of())) {
return(false);
}
/*------------------------------------------------------------------------
Change the house
------------------------------------------------------------------------*/
tp = (TechnoClass *)CurrentObject[0];
tp->House = HouseClass::As_Pointer(newhouse);
return(true);
}
#endif