CnC_Remastered_Collection/TIBERIANDAWN/MAPEDTM.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

2075 lines
65 KiB
C++
Raw Permalink Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

//
// 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\mapedtm.cpv 2.18 16 Oct 1995 16:52:16 JOE_BOSTIC $ */
/***************************************************************************
** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S **
***************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : MAPEDTM.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : December 7, 1994 *
* *
* Last Update : April 9, 1996 [BRR] *
* *
*-------------------------------------------------------------------------*
* Functions: *
* MapEditClass::Handle_Teams -- main team-dialog-handling function *
* MapEditClass::Select_Team -- user selects a team from a list *
* MapEditClass::Edit_Team -- user edits a team's options *
* MapEditClass::Team_Members -- user picks makeup of a team *
* MapEditClass::Build_Mission_list -- fills in mission list box *
* MapEditClass::Draw_Member -- Draws a member of the team dialog box. *
* MapEditClass::Team_Members -- Team members dialog *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#ifdef SCENARIO_EDITOR
/***************************************************************************
* MapEditClass::Handle_Teams -- main team-dialog-handling function *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/08/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Handle_Teams(char const * caption)
{
int rc;
/*------------------------------------------------------------------------
Team dialog processing loop:
- Invoke the team selection dialog. If a team's selected, break
& return
- If user wants to edit the current team, do so
- If user wants to create new team, new a TeamTypeClass & edit it
- If user wants to delete team, delete the current team
- Keep looping until 'OK'
------------------------------------------------------------------------*/
for (;;) {
/*
............................. Select team .............................
*/
rc = Select_Team(caption);
/*
............................. 'OK'; break .............................
*/
if (rc == 0) {
break;
} else {
/*
............................... 'Edit' ................................
*/
if (rc == 1 && CurTeam) {
if (Edit_Team()==0) {
Changed = 1;
}
} else {
/*
................................ 'New' ................................
*/
if (rc == 2) {
/*
........................ Create a new team .........................
*/
CurTeam = new TeamTypeClass();
if (CurTeam) {
/*
................... delete it if user cancels ...................
*/
if (Edit_Team()==-1) {
delete CurTeam;
CurTeam = NULL;
} else {
Changed = 1;
}
} else {
/*
................. Unable to create; issue warning ..................
*/
CCMessageBox().Process("No more teams available.");
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
} else {
/*
.............................. 'Delete' ...............................
*/
if (rc==3) {
if (CurTeam) {
CurTeam->Remove();
CurTeam = NULL;
}
}
}
}
}
}
}
/***************************************************************************
* MapEditClass::Select_Team -- user selects a team from a list *
* *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> Teams <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20> Name House Class:Count,Class:Count <20><18> <20> *
* <20> <20> Name House Class:Count,Class:Count <20>Ĵ <20> *
* <20> <20> Name House Class:Count,Class:Count <20> <20> <20> *
* <20> <20> Name House Class:Count,Class:Count <20> <20> <20> *
* <20> <20> <20> <20> <20> *
* <20> <20> <20> <20> <20> *
* <20> <20> <20>Ĵ <20> *
* <20> <20> <20><19> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> <20> *
* <20> [Edit] [New] [Delete] [OK] <20> *
* <20> <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, 1 = Edit, 2 = New, 3 = Delete *
* *
* WARNINGS: *
* Uses HIDBUFF. *
* *
* HISTORY: *
* 12/08/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Select_Team(char const * caption)
{
/*........................................................................
Dialog & button dimensions
........................................................................*/
enum {
D_DIALOG_W = 528, // dialog width
D_DIALOG_H = 290, // 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_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_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,
TEAMTXT_LEN = 43, // max length of a team entry
};
/*........................................................................
Button enumerations:
........................................................................*/
enum {
TEAM_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 *teamtext[TEAMTYPE_MAX + 1]; // text for defined teams
KeyNumType input; // user input
bool edit_team = false; // true = user wants to edit
bool new_team = false; // true = user wants to new
bool del_team = false; // true = user wants to new
int i; // loop counters
int j;
int def_idx; // default list index
static int tabs[] = {120, 180}; // list box tab stops
char txt[10];
// int housetxt;
/*........................................................................
Buttons
........................................................................*/
GadgetClass *commands = NULL; // the button list
ListClass 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 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 team names ...........................
*/
def_idx = 0;
for (i = 0; i < TeamTypes.Count(); i++) {
/*
................... Generate string for this team .....................
*/
//teamtext[i] = (char *)HidPage.Get_Graphic_Buffer()->Get_Buffer() + TEAMTXT_LEN * i;
teamtext[i] = new char[255];
/*
........................ Fill in name & house .........................
*/
strcpy(teamtext[i],TeamTypes.Ptr(i)->IniName);
strcat(teamtext[i],"\t");
strcat(teamtext[i], HouseTypeClass::As_Reference(TeamTypes.Ptr(i)->House).Suffix);
strcat(teamtext[i],"\t");
/*
................ Fill in class & count for all classes ................
*/
for (j = 0; j < TeamTypes.Ptr(i)->ClassCount; j++) {
sprintf (txt,"%s:%d", TeamTypes.Ptr(i)->Class[j]->IniName, TeamTypes.Ptr(i)->DesiredNum[j]);
/*..................................................................
Add entry if there's room; break otherwise
(+ 3 for the ", " and the NULL; +3 again for the "..." for the next
entry)
..................................................................*/
if (strlen(txt) + strlen(teamtext[i]) + 6 < TEAMTXT_LEN) {
if (j > 0) {
strcat(teamtext[i],", ");
}
strcat(teamtext[i],txt);
} else {
strcat(teamtext[i], "...");
break;
}
}
/*
.................. Set def_idx if this is CurTeam .....................
*/
if (TeamTypes.Ptr(i)==CurTeam) {
def_idx = i;
}
/*
........................... Add to list box ...........................
*/
teamlist.Add_Item(teamtext[i]);
}
/*
....................... Set CurTeam if it isn't ..........................
*/
if (TeamTypes.Count()==0) {
CurTeam = NULL;
} else {
if (!CurTeam) {
CurTeam = TeamTypes.Ptr(def_idx);
}
}
/*
............................ Create the list .............................
*/
commands = &teamlist;
editbtn.Add_Tail(*commands);
newbtn.Add_Tail(*commands);
deletebtn.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
/*
------------------------ Init tab stops for list -------------------------
*/
teamlist.Set_Tabs(tabs);
/*
-------------------------- Main Processing Loop --------------------------
*/
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);
}
/*
........................ 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 (TEAM_LIST | KN_BUTTON):
def_idx = teamlist.Current_Index();
if (def_idx < TeamTypes.Count())
CurTeam = TeamTypes.Ptr(def_idx);
break;
case (BUTTON_EDIT | KN_BUTTON):
if (CurTeam) { // only allow if there's one selected
process = false;
edit_team = true;
}
break;
case (BUTTON_NEW | KN_BUTTON):
process = false;
new_team = true;
break;
case (BUTTON_DELETE | KN_BUTTON):
process = false;
del_team = true;
break;
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
process = false;
break;
}
}
/*
--------------------------- Redraw the display ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
for (i = 0; i < TeamTypes.Count(); i++) {
delete [] teamtext[i];
}
if (edit_team) return(1);
if (new_team) return(2);
if (del_team) return(3);
return(0);
}
/***************************************************************************
* MapEditClass::Edit_Team -- user edits a team's options *
* *
* <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>Ŀ *
* <20> Team Editor <20> *
* <20> <20> *
* <20> Name ______ [Roundabout] <20> *
* <20> Priority ______ [ GDI ] [Learning ] <20> *
* <20> Max Num ______ [ NOD ] [Suicide ] <20> *
* <20> Init Num ______ [Autocreate] <20> *
* <20> Fear ______ [Mercenary ] <20> *
* <20> [Prebuild ] <20> *
* <20> [Reinforce ] <20> *
* <20> <20> *
* <20> <20><><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>Ŀ <20> *
* <20> <20> <20>^<5E> <20> <20>^<5E> <20> *
* <20> <20> <20>Ĵ [Add >>] <20> <20>Ĵ <20> *
* <20> <20> <20> <20> [Insert] <20> <20> <20> <20> *
* <20> <20> <20> <20> [Delete] <20> <20> <20> <20> *
* <20> <20> <20>Ĵ ____ <20> <20>Ĵ <20> *
* <20> <20> <20>v<EFBFBD> <20> <20>v<EFBFBD> <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><><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> [Members] [Cancel] [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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* CurTeam must NOT be NULL when this function is called. *
* This routine invokes the Members dialog, which uses HIDBUFF. *
* *
* HISTORY: *
* 12/08/1994 BR : Created. *
*=========================================================================*/
int MapEditClass::Edit_Team(void)
{
/*........................................................................
Dialog & button dimensions
........................................................................*/
enum {
D_DIALOG_W = 516,
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_NAME_W = 120,
D_NAME_H = 18,
D_NAME_X = D_DIALOG_X + D_MARGIN + 100,
D_NAME_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
D_PRIORITY_W = 120,
D_PRIORITY_H = 18,
D_PRIORITY_X = D_DIALOG_X + D_MARGIN + 100,
D_PRIORITY_Y = D_NAME_Y + D_NAME_H,
D_MAXNUM_W = 120,
D_MAXNUM_H = 18,
D_MAXNUM_X = D_DIALOG_X + D_MARGIN + 100,
D_MAXNUM_Y = D_PRIORITY_Y + D_PRIORITY_H,
D_INITNUM_W = 120,
D_INITNUM_H = 18,
D_INITNUM_X = D_DIALOG_X + D_MARGIN + 100,
D_INITNUM_Y = D_MAXNUM_Y + D_MAXNUM_H,
D_FEAR_W = 120,
D_FEAR_H = 18,
D_FEAR_X = D_DIALOG_X + D_MARGIN + 100,
D_FEAR_Y = D_INITNUM_Y + D_INITNUM_H,
D_GDI_W = 100,
D_GDI_H = 18,
D_GDI_X = D_NAME_X + D_NAME_W + D_MARGIN,
D_GDI_Y = D_NAME_Y + D_NAME_H + D_NAME_H / 2,
D_NOD_W = 100,
D_NOD_H = 18,
D_NOD_X = D_NAME_X + D_NAME_W + D_MARGIN,
D_NOD_Y = D_GDI_Y + D_GDI_H,
D_NEU_W = 100,
D_NEU_H = 18,
D_NEU_X = D_NAME_X + D_NAME_W + D_MARGIN,
D_NEU_Y = D_NOD_Y + D_NOD_H,
D_MULTI1_W = 50,
D_MULTI1_H = 18,
D_MULTI1_X = D_GDI_X,
D_MULTI1_Y = D_GDI_Y,
D_MULTI2_W = 50,
D_MULTI2_H = 18,
D_MULTI2_X = D_GDI_X + D_MULTI2_W,
D_MULTI2_Y = D_GDI_Y,
D_MULTI3_W = 50,
D_MULTI3_H = 18,
D_MULTI3_X = D_NOD_X,
D_MULTI3_Y = D_NOD_Y,
D_MULTI4_W = 50,
D_MULTI4_H = 18,
D_MULTI4_X = D_NOD_X + D_MULTI4_W,
D_MULTI4_Y = D_NOD_Y,
D_ROUNDABOUT_W = 130,
D_ROUNDABOUT_H = 18,
D_ROUNDABOUT_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_ROUNDABOUT_W,
D_ROUNDABOUT_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H - 10,
D_LEARNING_W = D_ROUNDABOUT_W,
D_LEARNING_H = 18,
D_LEARNING_X = D_ROUNDABOUT_X,
D_LEARNING_Y = D_ROUNDABOUT_Y + D_ROUNDABOUT_H,
D_SUICIDE_W = D_ROUNDABOUT_W,
D_SUICIDE_H = 18,
D_SUICIDE_X = D_ROUNDABOUT_X,
D_SUICIDE_Y = D_LEARNING_Y + D_LEARNING_H,
D_AUTOCREATE_W = D_ROUNDABOUT_W,
D_AUTOCREATE_H = 18,
D_AUTOCREATE_X = D_ROUNDABOUT_X,
D_AUTOCREATE_Y = D_SUICIDE_Y + D_SUICIDE_H,
D_MERCENARY_W = D_ROUNDABOUT_W,
D_MERCENARY_H = 18,
D_MERCENARY_X = D_ROUNDABOUT_X,
D_MERCENARY_Y = D_AUTOCREATE_Y + D_AUTOCREATE_H,
D_PREBUILT_W = D_ROUNDABOUT_W,
D_PREBUILT_H = 18,
D_PREBUILT_X = D_ROUNDABOUT_X,
D_PREBUILT_Y = D_MERCENARY_Y + D_MERCENARY_H,
D_REINFORCE_W = D_ROUNDABOUT_W,
D_REINFORCE_H = 18,
D_REINFORCE_X = D_ROUNDABOUT_X,
D_REINFORCE_Y = D_PREBUILT_Y + D_PREBUILT_H,
D_MISSION1_W = 180,
D_MISSION1_H = 128,
D_MISSION1_X = D_DIALOG_X + D_MARGIN,
D_MISSION1_Y = D_REINFORCE_Y + D_REINFORCE_H + D_MARGIN,
D_MISSION2_W = 180,
D_MISSION2_H = 128,
D_MISSION2_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_MISSION2_W,
D_MISSION2_Y = D_MISSION1_Y,
D_ADD_W = 100,
D_ADD_H = 18,
D_ADD_X = D_MISSION1_X + D_MISSION1_W + D_MARGIN,
D_ADD_Y = D_MISSION1_Y + D_ADD_H,
D_INSERT_W = 100,
D_INSERT_H = 18,
D_INSERT_X = D_MISSION1_X + D_MISSION1_W + D_MARGIN,
D_INSERT_Y = D_ADD_Y + D_ADD_H,
D_DEL_W = 100,
D_DEL_H = 18,
D_DEL_X = D_MISSION1_X + D_MISSION1_W + D_MARGIN,
D_DEL_Y = D_INSERT_Y + D_INSERT_H,
D_ARG_W = 100,
D_ARG_H = 18,
D_ARG_X = D_MISSION1_X + D_MISSION1_W + D_MARGIN,
D_ARG_Y = D_DEL_Y + D_DEL_H,
D_MEMBERS_W = 100,
D_MEMBERS_H = 18,
D_MEMBERS_X = D_DIALOG_X + (D_DIALOG_W / 6) - D_MEMBERS_W / 2,
D_MEMBERS_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_MEMBERS_H,
D_CANCEL_W = 100,
D_CANCEL_H = 18,
D_CANCEL_X = D_DIALOG_X + (D_DIALOG_W / 6) * 3 - D_CANCEL_W / 2,
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_CANCEL_H,
D_OK_W = 100,
D_OK_H = 18,
D_OK_X = D_DIALOG_X + (D_DIALOG_W / 6) * 5 - D_OK_W / 2,
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
};
/*........................................................................
Button enumerations:
........................................................................*/
enum {
BUTTON_NAME=100,
BUTTON_RECRUIT,
BUTTON_MAXNUM,
BUTTON_INITNUM,
BUTTON_FEAR,
BUTTON_GDI,
BUTTON_NOD,
BUTTON_NEU,
BUTTON_JP, // placeholder
BUTTON_MULTI1,
BUTTON_MULTI2,
BUTTON_MULTI3,
BUTTON_MULTI4,
BUTTON_MULTI5,
BUTTON_MULTI6,
BUTTON_ROUNDABOUT,
BUTTON_LEARNING,
BUTTON_SUICIDE,
BUTTON_AUTO,
BUTTON_MERCENARY,
BUTTON_PREBUILT,
BUTTON_REINFORCE,
BUTTON_MISSION1,
BUTTON_MISSION2,
BUTTON_ADD,
BUTTON_INSERT,
BUTTON_DEL,
BUTTON_ARG,
BUTTON_MEMBERS,
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;
bool cancel = false; // true = user cancels
char name_buf[12];
char recr_buf[4];
char maxnum_buf[4];
char initnum_buf[4];
char fear_buf[4];
HousesType house;
int roundabout;
int learning;
int suicide;
int autocreate;
int mercenary;
int prebuilt;
int reinforce;
int missioncount;
TeamMissionStruct missions[TeamTypeClass::MAX_TEAM_MISSIONS];
char missionbuf[TeamTypeClass::MAX_TEAM_MISSIONS][20];
int curmission; // currently-selected mission index
char arg_buf[4] = {0};
static int tabs[] = {130, 180}; // list box tab stops
int i,j;
/*........................................................................
Buttons:
........................................................................*/
ControlClass *commands;
EditClass name_edt (BUTTON_NAME,
name_buf, 8,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_NAME_X, D_NAME_Y, D_NAME_W, D_NAME_H, EditClass::ALPHANUMERIC);
EditClass recr_edt (BUTTON_RECRUIT,
recr_buf, 3,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_PRIORITY_X, D_PRIORITY_Y, D_PRIORITY_W, D_PRIORITY_H, EditClass::NUMERIC);
EditClass maxnum_edt (BUTTON_MAXNUM,
maxnum_buf, 3,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_MAXNUM_X, D_MAXNUM_Y, D_MAXNUM_W, D_MAXNUM_H, EditClass::NUMERIC);
EditClass initnum_edt (BUTTON_INITNUM,
initnum_buf, 3,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_INITNUM_X, D_INITNUM_Y, D_INITNUM_W, D_INITNUM_H, EditClass::NUMERIC);
EditClass fear_edt (BUTTON_FEAR,
fear_buf, 3,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_FEAR_X, D_FEAR_Y, D_FEAR_W, D_FEAR_H, EditClass::NUMERIC);
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 neubtn (BUTTON_NEU, "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 roundbtn (BUTTON_ROUNDABOUT, "Roundabout",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_ROUNDABOUT_X, D_ROUNDABOUT_Y, D_ROUNDABOUT_W, D_ROUNDABOUT_H);
TextButtonClass learnbtn (BUTTON_LEARNING, "Learning",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_LEARNING_X, D_LEARNING_Y, D_LEARNING_W, D_LEARNING_H);
TextButtonClass suicidebtn (BUTTON_SUICIDE, "Suicide",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_SUICIDE_X, D_SUICIDE_Y, D_SUICIDE_W, D_SUICIDE_H);
TextButtonClass autocreatebtn (BUTTON_AUTO, "Autocreate",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_AUTOCREATE_X, D_AUTOCREATE_Y, D_AUTOCREATE_W, D_AUTOCREATE_H);
TextButtonClass mercbtn (BUTTON_MERCENARY, "Mercenary",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_MERCENARY_X, D_MERCENARY_Y, D_MERCENARY_W, D_MERCENARY_H);
TextButtonClass prebuiltbtn (BUTTON_PREBUILT, "Prebuild",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_PREBUILT_X, D_PREBUILT_Y, D_PREBUILT_W, D_PREBUILT_H);
TextButtonClass reinforcebtn (BUTTON_REINFORCE, "Reinforce",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_REINFORCE_X, D_REINFORCE_Y, D_REINFORCE_W, D_REINFORCE_H);
ListClass missionlist1 (BUTTON_MISSION1,
D_MISSION1_X, D_MISSION1_Y, D_MISSION1_W, D_MISSION1_H,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
Hires_Retrieve("BTN-UP.SHP"),
Hires_Retrieve("BTN-DN.SHP"));
ListClass missionlist2 (BUTTON_MISSION2,
D_MISSION2_X, D_MISSION2_Y, D_MISSION2_W, D_MISSION2_H,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
Hires_Retrieve("BTN-UP.SHP"),
Hires_Retrieve("BTN-DN.SHP"));
TextButtonClass addbtn (BUTTON_ADD, "Add >>",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_ADD_X, D_ADD_Y, D_ADD_W, D_ADD_H);
TextButtonClass insertbtn (BUTTON_INSERT, "Insert",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_INSERT_X, D_INSERT_Y, D_INSERT_W, D_INSERT_H);
TextButtonClass delbtn (BUTTON_DEL, "Delete",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_DEL_X, D_DEL_Y, D_DEL_W, D_DEL_H);
EditClass arg_edt (BUTTON_ARG, arg_buf, 4,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_ARG_X, D_ARG_Y, D_ARG_W, D_ARG_H, EditClass::ALPHANUMERIC);
TextButtonClass membersbtn (BUTTON_MEMBERS, "Members",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
D_MEMBERS_X, D_MEMBERS_Y, D_MEMBERS_W, D_MEMBERS_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);
/*
........................... Copy team's state ............................
*/
strcpy(name_buf,CurTeam->IniName);
sprintf(recr_buf,"%d",CurTeam->RecruitPriority);
sprintf(maxnum_buf,"%d",CurTeam->MaxAllowed);
sprintf(initnum_buf,"%d",CurTeam->InitNum);
sprintf(fear_buf,"%d",CurTeam->Fear);
roundabout = CurTeam->IsRoundAbout;
learning = CurTeam->IsLearning;
suicide = CurTeam->IsSuicide;
house = CurTeam->House;
autocreate = CurTeam->IsAutocreate;
mercenary = CurTeam->IsMercenary;
prebuilt = CurTeam->IsPrebuilt;
reinforce = CurTeam->IsReinforcable;
/*
......................... Fill in mission lists ..........................
*/
for (i = 0; i < TMISSION_COUNT; i++) {
missionlist1.Add_Item(TeamTypeClass::Name_From_Mission((TeamMissionType)i));
}
missioncount = CurTeam->MissionCount;
for (i = 0; i < missioncount; i++) {
missions[i] = CurTeam->MissionList[i];
}
Build_Mission_List(missioncount, missions, missionbuf, &missionlist2);
curmission = 0;
if (missioncount) {
if (missions[curmission].Mission == TMISSION_MOVE || missions[curmission].Mission == TMISSION_UNLOAD) {
sprintf(arg_buf,"%c",missions[curmission].Argument + 'A');
} else {
sprintf(arg_buf,"%d",missions[curmission].Argument);
}
}
missionlist2.Set_Tabs(tabs);
/*
......................... Init the button states .........................
*/
name_edt.Set_Text(name_buf,8);
recr_edt.Set_Text(recr_buf,3);
maxnum_edt.Set_Text(maxnum_buf,3);
initnum_edt.Set_Text(initnum_buf,3);
fear_edt.Set_Text(fear_buf,3);
arg_edt.Set_Text(arg_buf,3);
if (roundabout) {
roundbtn.Turn_On();
}
if (learning) {
learnbtn.Turn_On();
}
if (suicide) {
suicidebtn.Turn_On();
}
if (autocreate) {
autocreatebtn.Turn_On();
}
if (mercenary) {
mercbtn.Turn_On();
}
if (reinforce) {
reinforcebtn.Turn_On();
}
if (prebuilt) {
prebuiltbtn.Turn_On();
}
/*
............................ Create the list .............................
*/
commands = &okbtn;
cancelbtn.Add_Tail(*commands);
membersbtn.Add_Tail(*commands);
name_edt.Add_Tail(*commands);
recr_edt.Add_Tail(*commands);
maxnum_edt.Add_Tail(*commands);
initnum_edt.Add_Tail(*commands);
fear_edt.Add_Tail(*commands);
gdibtn.Add_Tail(*commands);
nodbtn.Add_Tail(*commands);
neubtn.Add_Tail(*commands);
roundbtn.Add_Tail(*commands);
learnbtn.Add_Tail(*commands);
suicidebtn.Add_Tail(*commands);
autocreatebtn.Add_Tail(*commands);
mercbtn.Add_Tail(*commands);
prebuiltbtn.Add_Tail(*commands);
reinforcebtn.Add_Tail(*commands);
missionlist1.Add_Tail(*commands);
missionlist2.Add_Tail(*commands);
addbtn.Add_Tail(*commands);
insertbtn.Add_Tail(*commands);
delbtn.Add_Tail(*commands);
arg_edt.Add_Tail(*commands);
Set_House_Buttons (house, 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) {
/*
...................... 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("Team Edit", 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("Name", D_NAME_X - 5, D_NAME_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print("Priority", D_PRIORITY_X - 5, D_PRIORITY_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print("Max Num", D_MAXNUM_X - 5, D_MAXNUM_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print("Init Num", D_INITNUM_X - 5, D_INITNUM_Y,
CC_GREEN, TBLACK,
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print("Fear", D_FEAR_X - 5, D_FEAR_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_NAME | KN_BUTTON):
break;
case (BUTTON_RECRUIT | KN_BUTTON):
break;
case (BUTTON_MAXNUM | KN_BUTTON):
break;
case (BUTTON_INITNUM | KN_BUTTON):
break;
case (BUTTON_FEAR | KN_BUTTON):
break;
/*..................................................................
Toggle RoundAbout
..................................................................*/
case (BUTTON_ROUNDABOUT | KN_BUTTON):
if (roundabout) {
roundabout = 0;
roundbtn.Turn_Off();
} else {
roundabout = 1;
roundbtn.Turn_On();
}
break;
/*..................................................................
Toggle Learning
..................................................................*/
case (BUTTON_LEARNING | KN_BUTTON):
if (learning) {
learning = 0;
learnbtn.Turn_Off();
} else {
learning = 1;
learnbtn.Turn_On();
}
break;
/*..................................................................
Toggle Suicide
..................................................................*/
case (BUTTON_SUICIDE | KN_BUTTON):
if (suicide) {
suicide = 0;
suicidebtn.Turn_Off();
} else {
suicide = 1;
suicidebtn.Turn_On();
}
break;
/*..................................................................
Toggle Spy
..................................................................*/
case (BUTTON_AUTO | KN_BUTTON):
if (autocreate) {
autocreate = 0;
autocreatebtn.Turn_Off();
} else {
autocreate = 1;
autocreatebtn.Turn_On();
}
break;
/*..................................................................
Toggle Mercenary
..................................................................*/
case (BUTTON_MERCENARY | KN_BUTTON):
if (mercenary) {
mercenary = 0;
mercbtn.Turn_Off();
} else {
mercenary = 1;
mercbtn.Turn_On();
}
break;
case (BUTTON_PREBUILT | KN_BUTTON):
if (prebuilt) {
prebuilt = 0;
prebuiltbtn.Turn_Off();
} else {
prebuilt = 1;
prebuiltbtn.Turn_On();
}
break;
case (BUTTON_REINFORCE | KN_BUTTON):
if (reinforce) {
reinforce = 0;
reinforcebtn.Turn_Off();
} else {
reinforce = 1;
reinforcebtn.Turn_On();
}
break;
/*..................................................................
Select a Mission on the left-hand mission list
..................................................................*/
case (BUTTON_MISSION1 | KN_BUTTON):
break;
/*..................................................................
Select a Mission on the right-hand mission list; update the Argument
field to reflect the current value
..................................................................*/
case (BUTTON_MISSION2 | KN_BUTTON):
if (missionlist2.Count() > 0 &&
missionlist2.Current_Index() != curmission) {
curmission = missionlist2.Current_Index();
if (missions[curmission].Mission==TMISSION_MOVE || missions[curmission].Mission == TMISSION_UNLOAD) {
sprintf(arg_buf,"%c",missions[curmission].Argument + 'A');
} else {
sprintf(arg_buf,"%d",missions[curmission].Argument);
}
arg_edt.Set_Text(arg_buf,3);
}
break;
/*..................................................................
Copy mission from left list box to right list box
..................................................................*/
case (BUTTON_ADD | KN_BUTTON):
case (BUTTON_INSERT | KN_BUTTON):
if (missioncount < TeamTypeClass::MAX_TEAM_MISSIONS) {
/*
** Set 'i' to the position we're going to add into; this will
** be just AFTER the current item if we're adding, and it will
** be the current item if we're inserting.
*/
if (input == (BUTTON_ADD | KN_BUTTON)) {
i = missionlist2.Current_Index() + 1;
if (i < 0) {
i = 0;
}
if (i > missioncount) {
i = missioncount;
}
} else {
i = missionlist2.Current_Index();
if (i < 0) {
i = 0;
}
if (i >= missioncount && missioncount > 0) {
i = missioncount - 1;
}
}
/*
** Move all other missions forward in the array
*/
for (j = missioncount; j > i; j--) {
missions[j] = missions[j - 1];
}
/*
** Set the Mission value based on 1st list box's index
*/
missions[i].Mission = (TeamMissionType)(TMISSION_FIRST + missionlist1.Current_Index());
/*
** Set the missions argument field
*/
if (missions[i].Mission == TMISSION_MOVE || missions[i].Mission == TMISSION_UNLOAD) {
missions[i].Argument = toupper(arg_buf[0]) - 'A';
} else {
missions[i].Argument = atoi(arg_buf);
}
missioncount++;
/*
** Rebuild the list box from scratch
*/
Build_Mission_List(missioncount, missions, missionbuf, &missionlist2);
/*
** Update the list's current item index
*/
missionlist2.Set_Selected_Index(i);
}
break;
/*..................................................................
Delete mission from right-hand list box
..................................................................*/
case (BUTTON_DEL | KN_BUTTON):
if (missioncount > 0) {
i = missionlist2.Current_Index();
if (i < 0 || i >= missioncount) {
break;
}
/*
** Move all missions back in the array
*/
for (j = i; j < missioncount - 1; j++) {
missions[j] = missions[j + 1];
}
missioncount--;
/*
** Rebuild the list box from scratch
*/
Build_Mission_List(missioncount, missions, missionbuf, &missionlist2);
/*
** Update the list's current item index
*/
if (i >= missioncount) {
i--;
if (i < 0) {
i = 0;
}
missionlist2.Set_Selected_Index(i);
}
}
break;
/*..................................................................
Set house
..................................................................*/
case (BUTTON_GDI | KN_BUTTON):
case (BUTTON_NOD | KN_BUTTON):
case (BUTTON_NEU | 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);
Set_House_Buttons(house, commands, BUTTON_GDI);
break;
/*..................................................................
Invoke the members dialog
..................................................................*/
case (BUTTON_MEMBERS | KN_BUTTON):
/*
.................... Take editor focus away .....................
*/
membersbtn.Turn_Off();
/*
....................... Invoke the dialog .......................
*/
Team_Members(house);
/*
............................ Redraw .............................
*/
display = REDRAW_ALL;
break;
/*..................................................................
OK: return
..................................................................*/
case (BUTTON_OK | KN_BUTTON):
cancel = false;
process = false;
break;
/*..................................................................
Cancel: return
..................................................................*/
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
/*..................................................................
Pass all other events to the currently-active text editor
..................................................................*/
default:
break;
}
}
/*
--------------------------- Redraw the display ---------------------------
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
/*
------------------------- If cancel, just return -------------------------
*/
if (cancel) {
return(-1);
}
/*
------------------------ Save selections & return ------------------------
*/
CurTeam->Set_Name(name_buf);
CurTeam->RecruitPriority = atoi(recr_buf);
CurTeam->MaxAllowed = atoi(maxnum_buf);
CurTeam->InitNum = atoi(initnum_buf);
CurTeam->IsRoundAbout = roundabout;
CurTeam->IsLearning = learning;
CurTeam->IsSuicide = suicide;
CurTeam->IsAutocreate = autocreate;
CurTeam->IsPrebuilt = prebuilt;
CurTeam->IsReinforcable = reinforce;
CurTeam->IsMercenary = mercenary;
CurTeam->House = house;
CurTeam->MissionCount = missioncount;
for (i = 0 ; i < missioncount; i++) {
CurTeam->MissionList[i] = missions[i];
}
return(0);
}
/***************************************************************************
* MapEditClass::Team_Members -- user picks makeup of a team *
* *
* Team members are rendered in a 24 x 24 area; the Window coordinates *
* have to be set to this area when the object's 'Display()' routine is *
* called. Thus, the dialog's window coords have to be divisible by *
* 24. The height of the dialog is computed based on how many objects *
* there are in it. *
* *
* 10 pixels are left between rows of objects, so the # of that type of *
* object can be displayed underneath the object. *
* *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> Team Members <20> *
* <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ <20> *
* <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> [OK] [Cancel] <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* house house to display objects for *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* CurTeam must NOT be NULL when this function is called. *
* This routine uses HIDBUFF for data storage. *
* *
* HISTORY: *
* 12/07/1994 BR : Created. *
*=========================================================================*/
#define TEENSY_WEENSY
/*
** Dialog & button dimensions
*/
enum {
D_DIALOG_W = 608,
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
D_TXT6_H = 14,
D_MARGIN = 14,
#ifdef TEENSY_WEENSY
//D_PICTURE_W = 32,
//D_PICTURE_H = 24,
D_PICTURE_W = 64, // 9 pictures / row, 16 pixel margin on each side
D_PICTURE_H = 48,
#else
//D_PICTURE_W = 32,
//D_PICTURE_H = 30,
D_PICTURE_W = 64,
D_PICTURE_H = 60,
#endif
D_ROW_H = (D_PICTURE_H + 6),
D_OK_W = 100,
D_OK_H = 18,
D_OK_X = D_DIALOG_CX - 10 - D_OK_W,
D_OK_Y = 0,
D_CANCEL_W = 100,
D_CANCEL_H = 18,
D_CANCEL_X = D_DIALOG_CX + 10,
D_CANCEL_Y = 0,
};
/***************************************************************************
* MapEditClass::Team_Members -- Team members dialog *
* *
* INPUT: *
* house house to show members for *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 04/09/1996 BRR : Created. *
*=========================================================================*/
int MapEditClass::Team_Members(HousesType house)
{
/*
** Button enumerations:
*/
enum {
BUTTON_OK = 100,
BUTTON_CANCEL,
};
/*
** Redraw values: in order from "top" to "bottom" layer of the dialog
** (highest enum is the lowest layer). Each section of the map checks
** the requested redraw level to see if it's supposed to draw; if it's
** >= its level, it redraws.
*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
RedrawType display; // requested redraw level
bool process; // loop while true
/*
............................ Dialog variables ............................
*/
KeyNumType input; // user input
bool cancel = false; // true = user cancels
/*
......................... Team display variables .........................
*/
const TechnoTypeClass **teamclass; // array of team classes
int *teamcount; // array of class counts
int numcols; // # units displayed horizontally
int numrows; // # units displayed vertically
// int col; // horizontal picture index
// int row; // vertical picture index
// int x,y;
/*
** Dialog dimensions.
*/
int dlg_y;
int dlg_h; // dialog height
int dlg_picture_top; // coord of top of pictures
int msg_y; // y-coord for object names
/*
** Values for parsing the classes.
*/
InfantryType i_id;
AircraftType a_id;
UnitType u_id;
int curclass = -1; // current index into 'teamclass'; can be invalid!
// (is based on current mouse position)
int numclasses; // current # classes in the team (limited to <=5)
int maxclasses; // max # classes available
int i,j;
/*
** Values for timing when mouse held down.
*/
int lheld = 0;
int rheld = 0;
long tdelay[3] = {5, 20, 0};
int tindex = 0;
long heldtime;
/*
** Buttons.
*/
ControlClass *commands;
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
TPF_CENTER | TPF_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 up the team data arrays (ObjectTypeClass pointers & count)
*/
teamclass = (const TechnoTypeClass **)(new TechnoTypeClass *[MAX_TEAM_CLASSES]);
teamcount = new int[MAX_TEAM_CLASSES];
/*
** Fill in the ObjectTypeClass array with all available object type ptrs,
** checking to be sure this house can own the object
*/
i = 0;
for (i_id = INFANTRY_FIRST; i_id < INFANTRY_COUNT; i_id++) {
if (Verify_House(house,&InfantryTypeClass::As_Reference(i_id))) {
teamclass[i] = &InfantryTypeClass::As_Reference(i_id);
i++;
}
}
for (a_id = AIRCRAFT_FIRST; a_id < AIRCRAFT_COUNT; a_id++) {
if (Verify_House(house,&AircraftTypeClass::As_Reference(a_id))) {
teamclass[i] = &AircraftTypeClass::As_Reference(a_id);
i++;
}
}
for (u_id = UNIT_FIRST; u_id < UNIT_COUNT; u_id++) {
if (Verify_House(house,&UnitTypeClass::As_Reference(u_id))) {
teamclass[i] = &UnitTypeClass::As_Reference(u_id);
i++;
}
}
/*
** Save max # classes.
*/
maxclasses = i;
/*
** Fill in the 'count' array with data from the current team:
** - For every class in the current team, find that class type in the
** 'teamclass' array & set its count value
*/
for (j = 0; j < maxclasses; j++) {
teamcount[j] = 0;
}
/*
** Loop through all classes in the team.
*/
for (i = 0; i < CurTeam->ClassCount; i++) {
/*
** Find this class in our array.
*/
for (j = 0; j < maxclasses; j++) {
/*
** Set the count; detect a match between the team's class & the
** 'teamclass' array entry by comparing the actual pointers; typeid
** won't work because E1 & E2 are the same type class.
*/
if (CurTeam->Class[i] == teamclass[j]) {
teamcount[j] = CurTeam->DesiredNum[i];
break;
}
}
}
numclasses = CurTeam->ClassCount;
/*
** Set up the dialog dimensions based on number of classes we have to draw
**
** Compute picture rows & cols.
*/
numcols = (D_DIALOG_W - 16) / D_PICTURE_W;
numrows = (maxclasses + numcols - 1) / numcols;
//
// Dialog's height = top margin + label + picture rows +
// margin + label + margin + btn
//
dlg_h = (D_MARGIN + D_TXT6_H + D_MARGIN + (numrows * D_ROW_H) +
D_MARGIN + D_TXT6_H + D_MARGIN + D_OK_H + D_MARGIN);
if (dlg_h > 400) {
dlg_h = 400;
}
dlg_y = (400 - dlg_h) / 2;
dlg_picture_top = dlg_y + D_MARGIN + D_TXT6_H + D_MARGIN;
msg_y = dlg_y + D_MARGIN + D_TXT6_H + D_MARGIN + (numrows * D_ROW_H) + D_MARGIN;
okbtn.Y = dlg_y + dlg_h - D_MARGIN - D_OK_H;
cancelbtn.Y = dlg_y + dlg_h - D_MARGIN - D_CANCEL_H;
/*
** Draw to SeenBuff.
*/
Set_Logic_Page(SeenBuff);
/*
** Make sure 'house' is valid.
*/
if (house!=HOUSE_GOOD && house!=HOUSE_BAD && house != HOUSE_MULTI1 &&
house != HOUSE_MULTI2 && house != HOUSE_MULTI3 && house != HOUSE_MULTI4 ) {
if (ScenPlayer == SCEN_PLAYER_MPLAYER) {
house = HOUSE_MULTI1;
} else {
house = HOUSE_GOOD;
}
}
/*
** Create the list.
*/
commands = &okbtn;
cancelbtn.Add_Tail(*commands);
/*
** Main Processing Loop.
*/
display = REDRAW_ALL;
process = true;
while (process) {
/*
** 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) {
/*
** Display the constant background of this dialog.
*/
Dialog_Box(D_DIALOG_X, dlg_y, D_DIALOG_W, dlg_h);
Draw_Caption(TXT_NONE, D_DIALOG_X, dlg_y, D_DIALOG_W);
Fancy_Text_Print("Team Members", D_DIALOG_CX, dlg_y + D_MARGIN, CC_GREEN, TBLACK,
TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
//
// Draw the objects.
//
for (i = 0; i < maxclasses; i++) {
//
// Display the object along with any count value for it.
//
Draw_Member(teamclass[i], i, teamcount[i], house,
D_DIALOG_X + 16, dlg_picture_top);
}
if ((unsigned)curclass < maxclasses) {
Fancy_Text_Print(teamclass[curclass]->Full_Name(),
D_DIALOG_X + D_DIALOG_W / 2, msg_y, CC_TAN, 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) {
/*
** Mouse buttons set or clear 'held' values
*/
case (KN_LMOUSE):
if (curclass >= 0 && curclass < maxclasses) {
lheld = 1;
tindex = 2;
heldtime = 0;
}
break;
case (KN_RMOUSE):
if (curclass >= 0 && curclass < maxclasses) {
rheld = 1;
tindex = 2;
heldtime = 0;
}
break;
case ((int)KN_LMOUSE | (int)KN_RLSE_BIT):
lheld = 0;
break;
case ((int)KN_RMOUSE | (int)KN_RLSE_BIT):
rheld = 0;
break;
/*
** OK: save values & return.
*/
case (BUTTON_OK | KN_BUTTON):
process = false;
break;
/*
** Cancel: abort & return.
*/
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
default:
/*
** Compute new 'curclass' based on mouse position.
*/
i = (Get_Mouse_X() - 16 - D_DIALOG_X) / D_PICTURE_W +
((Get_Mouse_Y() - dlg_picture_top) / D_ROW_H) * numcols;
/*
** If it's changed, update class label.
*/
if (i != curclass) {
curclass = i;
/*
** Clear out the previously printed name of the item.
*/
Hide_Mouse();
LogicPage->Fill_Rect(D_DIALOG_X + 8, msg_y, D_DIALOG_X + D_DIALOG_W - 9, msg_y + D_TXT6_H, BLACK);
if ((unsigned)curclass < maxclasses) {
Fancy_Text_Print(teamclass[curclass]->Full_Name(),
D_DIALOG_X + D_DIALOG_W / 2, msg_y,
CC_GREEN, TBLACK,
TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
}
/*
** Force buttons to not be held.
*/
lheld = 0;
rheld = 0;
Show_Mouse();
}
break;
}
/*
** Check for a 'held' mouse button; if it's down, and the correct
** amount of time has gone by, increment/decrement the count for the
** current class.
*/
if (lheld) {
/*
** The first time in, TickCount - heldtime will be larger than
** tdelay[2], so we increment the count immediately; then, we decrement
** tindex to go to the next time delay, which is longer; then, decr.
** again to go to the 1st time delay which is the shortest.
*/
if (TickCount.Time() - heldtime > tdelay[tindex]) {
heldtime = TickCount.Time();
if (tindex) {
tindex--;
}
/*
** Detect addition of a new class.
*/
if (teamcount[curclass]==0) {
/*
** Don't allow more classes than we can handle.
*/
if (numclasses == TeamTypeClass::MAX_TEAM_CLASSCOUNT) {
continue;
}
numclasses++;
}
teamcount[curclass]++;
/*
** Update number label.
*/
Draw_Member(teamclass[curclass], curclass, teamcount[curclass],
house, D_DIALOG_X + 16, dlg_picture_top);
}
} else {
if (rheld) {
/*
** The first time in, TickCount - heldtime will be larger than
** tdelay[2], so we increment the count immediately; then, we decrement
** tindex to go to the next time delay, which is longer; then, decr.
** again to go to the 1st time delay which is the shortest.
*/
if (TickCount.Time() - heldtime > tdelay[tindex]) {
if (tindex) {
tindex--;
}
heldtime = TickCount.Time();
if (teamcount[curclass] > 0) {
teamcount[curclass]--;
/*
** Detect removal of a class.
*/
if (teamcount[curclass] == 0) {
numclasses--;
}
}
/*
** Update number label.
*/
Draw_Member(teamclass[curclass], curclass, teamcount[curclass],
house, D_DIALOG_X + 16, dlg_picture_top);
}
}
}
}
/*
** Copy data into team.
*/
if (!cancel) {
CurTeam->ClassCount = numclasses;
i = 0; // current team class index
for (j = 0; j < maxclasses; j++) {
if (teamcount[j] > 0) {
CurTeam->DesiredNum[i] = teamcount[j];
CurTeam->Class[i] = teamclass[j];
i++;
}
}
}
/*
** Redraw the display.
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
delete [] teamclass;
delete [] teamcount;
if (cancel) return(-1);
return(0);
}
/***********************************************************************************************
* MapEditClass::Draw_Member -- Draws a member of the team dialog box. *
* *
* This routine will display the cameo image of the potential team member. In the corner, *
* it will show the current quantity of this member for the current team being edited. *
* *
* INPUT: ptr -- Pointer to the member object type. *
* *
* index -- The index into the team dialog box array of selectable objects. This is *
* used to determine the correct X and Y offsets to draw. *
* *
* quant -- The quantity number to display in the corner of the image. *
* *
* house -- The owner of this object. *
* pic_x, pic_y -- x,y coords of upper-left corner to start drawing at
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/02/1995 JLB : Created. *
*=============================================================================================*/
void MapEditClass::Draw_Member(TechnoTypeClass const * ptr, int index,
int quant, HousesType house, int pic_x, int pic_y)
{
int numcols = (D_DIALOG_W - 32) / D_PICTURE_W;
int col = index % numcols;
int row = index / numcols;
int x = pic_x + col * D_PICTURE_W;
int y = pic_y + row * D_ROW_H;
WindowList[WINDOW_EDITOR][WINDOWX] = 0;
WindowList[WINDOW_EDITOR][WINDOWY] = 0;
WindowList[WINDOW_EDITOR][WINDOWWIDTH] = 640 / 8;
WindowList[WINDOW_EDITOR][WINDOWHEIGHT] = 400;
Change_Window((int)WINDOW_EDITOR);
Hide_Mouse();
Draw_Box(x, y, D_PICTURE_W, D_PICTURE_H, BOXSTYLE_GREEN_DOWN, true);
ptr->Display(x + D_PICTURE_W / 2, y + D_PICTURE_H / 2, WINDOW_EDITOR, house);
if (quant > 0) {
Fancy_Text_Print("%d", x + 1, y + D_PICTURE_H - 16,
CC_GREEN, TBLACK,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_DROPSHADOW, quant);
}
Show_Mouse();
#if 0
int numcols = (D_DIALOG_W - 16) / D_PICTURE_W;
int col = index % numcols;
int row = index / numcols;
int dlg_y = 0;
int x = D_DIALOG_X + 8 + col * D_PICTURE_W;
int y = dlg_y + 8 + 13 + row * D_ROW_H;
/*
** Change the window to this box.
*/
WindowList[WINDOW_EDITOR][WINDOWX] = x >> 3;
WindowList[WINDOW_EDITOR][WINDOWY] = y;
WindowList[WINDOW_EDITOR][WINDOWWIDTH] = D_PICTURE_W >> 3;
WindowList[WINDOW_EDITOR][WINDOWHEIGHT] = D_PICTURE_H;
Change_Window((int)WINDOW_EDITOR);
Hide_Mouse();
Draw_Box(x, y, D_PICTURE_W, D_PICTURE_H, BOXSTYLE_GREEN_DOWN, true);
ptr->Display(WinW<<2, WinH>>1, WINDOW_EDITOR, house);
if (quant > 0) {
Fancy_Text_Print("%d", x+1, y+D_PICTURE_H-8, CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_DROPSHADOW, quant);
}
Show_Mouse();
#endif
}
/***************************************************************************
* MapEditClass::Build_Mission_list -- fills in mission list box *
* *
* INPUT: *
* missioncount # of missions to add to the list *
* missions array of TeamMissionStruct's *
* missionbuf character arrays to store strings in *
* list list box to add strings to *
* *
* OUTPUT: *
* 0 = OK, -1 = cancel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/07/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Build_Mission_List(int missioncount, TeamMissionStruct *missions,
char missionbuf[TeamTypeClass::MAX_TEAM_MISSIONS][20], ListClass *list)
{
/*
** Start with an empty list
*/
while (list->Count()) {
list->Remove_Item(list->Get_Item(0));
}
for (int i = 0; i < missioncount; i++) {
/*
** generate the string for a MOVE mission; the argument is the
** letter-designation of the cell to move to.
*/
if (missions[i].Mission == TMISSION_MOVE || missions[i].Mission == TMISSION_UNLOAD) {
sprintf(missionbuf[i],"%s\t%c",
TeamTypeClass::Name_From_Mission(missions[i].Mission),
missions[i].Argument + 'A');
} else {
/*
** All other missions take a numeric argument.
*/
sprintf(missionbuf[i],"%s\t%d",
TeamTypeClass::Name_From_Mission(missions[i].Mission),
missions[i].Argument);
}
/*
** Add the string to the list box
*/
list->Add_Item(missionbuf[i]);
}
}
#endif