CnC_Remastered_Collection/TIBERIANDAWN/MAPEDIT.CPP

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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\mapedit.cpv 2.18 16 Oct 1995 16:48:40 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 : MAPEDIT.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : October 20, 1994 *
* *
* Last Update : February 2, 1995 [BR] *
* *
*-------------------------------------------------------------------------*
* Map Editor overloaded routines & utility routines *
*-------------------------------------------------------------------------*
* Map Editor modules: *
* (Yes, they're all one huge class.) *
* mapedit.cpp: overloaded routines, utility routines *
* mapeddlg.cpp: map editor dialogs, most of the main menu options *
* mapedplc.cpp: object-placing routines *
* mapedsel.cpp: object-selection & manipulation routines *
* mapedtm.cpp: team-editing routines *
*-------------------------------------------------------------------------*
* Functions: *
* MapEditClass::MapEditClass -- class constructor *
* MapEditClass::One_Time -- one-time initialization *
* MapEditClass::Read_INI -- overloaded Read_INI function *
* MapEditClass::Clear_List -- clears the internal choosable object list *
* MapEditClass::Add_To_List -- adds a TypeClass to the choosable list *
* MapEditClass::AI -- The map editor's main logic *
* MapEditClass::Draw_It -- overloaded Redraw routine *
* MapEditClass::Main_Menu -- main menu processor for map editor *
* MapEditClass::AI_Menu -- menu of AI options *
* MapEditClass::Mouse_Moved -- checks for mouse motion *
* MapEditClass::Verify_House -- sees if given house can own given obj *
* MapEditClass::Cycle_House -- finds next valid house for object type *
* MapEditClass::Trigger_Needs_Team -- tells if a trigger needs a team *
* MapEditClass::Fatal -- exits with error message *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#ifdef SCENARIO_EDITOR
/*
****************************** Globals/Externs ******************************
*/
/*...........................................................................
Array of all missions supported by the map editor
...........................................................................*/
MissionType MapEditClass::MapEditMissions[] = {
MISSION_GUARD,
MISSION_STICKY,
MISSION_HARVEST,
MISSION_GUARD_AREA,
MISSION_RETURN,
MISSION_AMBUSH,
MISSION_HUNT,
MISSION_SLEEP,
};
#define NUM_EDIT_MISSIONS (sizeof(MapEditClass::MapEditMissions) / sizeof(MapEditClass::MapEditMissions[0]))
/*...........................................................................
For menu processing
...........................................................................*/
extern int UnknownKey; // in menus.cpp
char MapEditClass::HealthBuf[20];
/***************************************************************************
* MapEditClass::MapEditClass -- class constructor *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/20/1994 BR : Created. *
*=========================================================================*/
MapEditClass::MapEditClass(void)
{
/*
** Init data members.
*/
ScenVar = SCEN_VAR_A;
ObjCount = 0;
LastChoice = 0;
LastHouse = HOUSE_GOOD;
GrabbedObject = 0;
for (int i=0; i < NUM_EDIT_CLASSES; i++) {
NumType[i] = 0;
TypeOffset[i] = 0;
}
Waypoint[WAYPT_HOME] = 0;
CurrentCell = 0;
CurTrigger = NULL;
Changed = 0;
LMouseDown = 0;
BaseBuilding = 0;
BasePercent = 100;
}
/***************************************************************************
* MapEditClass::One_Time -- one-time initialization *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/02/1995 BR : Created. *
*=========================================================================*/
void MapEditClass::One_Time(void)
{
MouseClass::One_Time();
/*------------------------------------------------------------------------
Create the pop-up controls
------------------------------------------------------------------------*/
/*........................................................................
The map: a single large "button"
........................................................................*/
//MapArea = new ControlClass(MAP_AREA,0,8,312,192, GadgetClass::LEFTPRESS |
//GadgetClass::LEFTRELEASE, false);
MapArea = new ControlClass(MAP_AREA,0,16,624,384, GadgetClass::LEFTPRESS |
GadgetClass::LEFTRELEASE, false);
/*........................................................................
House buttons
........................................................................*/
GDIButton = new TextButtonClass (POPUP_GDI, "GDI",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
POPUP_GDI_X, POPUP_GDI_Y, POPUP_GDI_W, POPUP_GDI_H);
NODButton = new TextButtonClass (POPUP_NOD, "NOD",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
POPUP_NOD_X, POPUP_NOD_Y, POPUP_NOD_W, POPUP_NOD_H);
NeutralButton = new TextButtonClass (POPUP_NEUTRAL, "Neutral",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
POPUP_NEUTRAL_X, POPUP_NEUTRAL_Y, POPUP_NEUTRAL_W, POPUP_NEUTRAL_H);
Multi1Button = new TextButtonClass (POPUP_MULTI1, "M1",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
POPUP_MULTI1_X, POPUP_MULTI1_Y, POPUP_MULTI1_W, POPUP_MULTI1_H);
Multi2Button = new TextButtonClass (POPUP_MULTI2, "M2",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
POPUP_MULTI2_X, POPUP_MULTI2_Y, POPUP_MULTI2_W, POPUP_MULTI2_H);
Multi3Button = new TextButtonClass (POPUP_MULTI3, "M3",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
POPUP_MULTI3_X, POPUP_MULTI3_Y, POPUP_MULTI3_W, POPUP_MULTI3_H);
Multi4Button = new TextButtonClass (POPUP_MULTI4, "M4",
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
POPUP_MULTI4_X, POPUP_MULTI4_Y, POPUP_MULTI4_W, POPUP_MULTI4_H);
/*........................................................................
The mission list box
........................................................................*/
MissionList = new ListClass (POPUP_MISSIONLIST,
POPUP_MISSION_X, POPUP_MISSION_Y, POPUP_MISSION_W, POPUP_MISSION_H,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
Hires_Retrieve("BTN-UP.SHP"),
Hires_Retrieve("BTN-DN.SHP"));
for (int i = 0; i < NUM_EDIT_MISSIONS; i++) {
MissionList->Add_Item (MissionClass::Mission_Name(MapEditMissions[i]));
}
/*........................................................................
The health bar
........................................................................*/
HealthGauge = new TriColorGaugeClass (POPUP_HEALTHGAUGE,
POPUP_HEALTH_X, POPUP_HEALTH_Y, POPUP_HEALTH_W, POPUP_HEALTH_H);
HealthGauge->Use_Thumb(true);
HealthGauge->Set_Maximum(0x100);
HealthGauge->Set_Red_Limit(0x3f - 1);
HealthGauge->Set_Yellow_Limit(0x7f - 1);
/*........................................................................
The health text label
........................................................................*/
HealthBuf[0] = 0;
HealthText = new TextLabelClass (HealthBuf,
POPUP_HEALTH_X + POPUP_HEALTH_W / 2,
POPUP_HEALTH_Y + POPUP_HEALTH_H + 1,
CC_GREEN, TPF_CENTER | TPF_FULLSHADOW | TPF_6PT_GRAD | TPF_USE_GRAD_PAL);
/*........................................................................
The facing dial
........................................................................*/
FacingDial = new Dial8Class (POPUP_FACINGDIAL, POPUP_FACEBOX_X,
POPUP_FACEBOX_Y, POPUP_FACEBOX_W, POPUP_FACEBOX_H, (DirType)0);
/*........................................................................
The base percent-built slider & its label
........................................................................*/
BaseGauge = new GaugeClass (POPUP_BASEPERCENT,
POPUP_BASE_X, POPUP_BASE_Y, POPUP_BASE_W, POPUP_BASE_H);
BaseLabel = new TextLabelClass ("Base:", POPUP_BASE_X - 3, POPUP_BASE_Y,
CC_GREEN, TPF_RIGHT | TPF_NOSHADOW | TPF_6PT_GRAD | TPF_USE_GRAD_PAL);
BaseGauge->Set_Maximum(100);
BaseGauge->Set_Value(BasePercent);
}
/***********************************************************************************************
* MapeditClass::Init_IO -- Reinitializes the radar map at scenario start. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
void MapEditClass::Init_IO(void)
{
/*------------------------------------------------------------------------
For normal game mode, jump to the parent's Init routine.
------------------------------------------------------------------------*/
if (!Debug_Map) {
MouseClass::Init_IO();
} else {
/*------------------------------------------------------------------------
For editor mode, add the map area to the button input list
------------------------------------------------------------------------*/
Buttons = 0;
Add_A_Button(*BaseGauge);
Add_A_Button(*BaseLabel);
Add_A_Button(*MapArea);
}
}
/***************************************************************************
* MapEditClass::Read_INI -- overloaded Read_INI function *
* *
* Overloading this function gives the map editor a chance to initialize *
* certain values every time a new INI is read. *
* *
* INPUT: *
* buffer INI staging area *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/16/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Read_INI(char *buffer)
{
/*
------------------------ Invoke parent's Read_INI ------------------------
*/
MouseClass::Read_INI(buffer);
BasePercent = WWGetPrivateProfileInt("Basic","Percent",0,buffer);
BaseGauge->Set_Value(BasePercent);
}
/***************************************************************************
* MapEditClass::Write_INI -- overloaded Read_INI function *
* *
* INPUT: *
* buffer INI staging area *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/16/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Write_INI(char *buffer)
{
/*
----------------------- Invoke parent's Write_INI ------------------------
*/
MouseClass::Write_INI(buffer);
/*
** Save the base's percent-built value; this must be saved into the BASIC
** section of the INI, since the Base section will be entirely erased
** by the Base's Write_INI routine.
*/
WWWritePrivateProfileInt("Basic", "Percent", BasePercent, buffer);
}
/***************************************************************************
* MapEditClass::Clear_List -- clears the internal choosable object list *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/20/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Clear_List(void)
{
/*------------------------------------------------------------------------
Set # object type ptrs to 0, set NumType for each type to 0
------------------------------------------------------------------------*/
ObjCount = 0;
for (int i = 0; i < NUM_EDIT_CLASSES; i++) {
NumType[i] = 0;
}
}
/***************************************************************************
* MapEditClass::Add_To_List -- adds a TypeClass to the choosable list *
* *
* Use this routine to add an object to the game object selection list. *
* This list is used by the Add_Object function. All items located in the *
* list will appear and be chooseable by that function. Make sure to *
* clear the list before adding a sequence of items to it. Clearing *
* the list is accomplished by the Clear_List() function. *
* *
* INPUT: *
* object ptr to ObjectTypeClass to add *
* *
* OUTPUT: *
* bool: was the object added to the list? A failure could occur if *
* NULL were passed in or the list is full. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 06/04/1994 JLB : Created. *
*=========================================================================*/
bool MapEditClass::Add_To_List(ObjectTypeClass const *object)
{
/*
** Add the object if there's room.
*/
if (object && ObjCount < MAX_EDIT_OBJECTS) {
Objects[ObjCount++] = object;
/*
** Update type counters.
*/
switch (object->What_Am_I()) {
case RTTI_TEMPLATETYPE:
NumType[0]++;
break;
case RTTI_OVERLAYTYPE:
NumType[1]++;
break;
case RTTI_SMUDGETYPE:
NumType[2]++;
break;
case RTTI_TERRAINTYPE:
NumType[3]++;
break;
case RTTI_UNITTYPE:
NumType[4]++;
break;
case RTTI_INFANTRYTYPE:
NumType[5]++;
break;
case RTTI_AIRCRAFTTYPE:
NumType[6]++;
break;
case RTTI_BUILDINGTYPE:
NumType[7]++;
break;
}
return(true);
}
return(false);
}
/***************************************************************************
* MapEditClass::AI -- The map editor's main logic *
* *
* This routine overloads the parent's (DisplayClass) AI function. *
* It checks for any input specific to map editing, and calls the parent *
* AI routine to handle scrolling and other mainstream map stuff. *
* *
* If this detects one of its special input keys, it sets 'input' to 0 *
* before calling the parent AI routine; this prevents input conflict. *
* *
* SUPPORTED INPUT: *
* General: *
* F2/RMOUSE: main menu *
* F6: toggles show-passable mode *
* HOME: go to the Home Cell (scenario's start position)*
* SHIFT-HOME: set the Home Cell to the current TacticalCell*
* ESC: exits to DOS *
* Object Placement: *
* INSERT: go into placement mode *
* ESC: exit placement mode *
* LEFT/RIGHT: prev/next placement object *
* PGUP/PGDN: prev/next placement category *
* HOME: 1st placement object (clear template) *
* h/H: toggle house of placement object *
* LMOUSE: place the placement object *
* MOUSE MOTION: "paint" with the placement object *
* Object selection: *
* LMOUSE: select & "grab" current object *
* If no object is present where the mouse is *
* clicked, the current object is de-selected *
* If the same object is clicked on, it stays *
* selected. Also displays the object-editing *
* gadgets. *
* LMOUSE RLSE: release currently-grabbed object *
* MOUSE MOTION: if an object is grabbed, moves the object *
* SHIFT|ALT|ARROW: moves object in that direction *
* DELETE deletes currently-selected object *
* Object-editing controls: *
* POPUP_GDI: makes GDI the owner of this object *
* POPUP_NOD: makes NOD the owner of this object *
* POPUP_MISSIONLIST: sets that mission for this object *
* POPUP_HEALTHGAUGE: sets that health value for this object *
* POPUP_FACINGDIAL: sets the object's facing *
* *
* Changed is set when you: *
* - place an object *
* - move a grabbed object *
* - delete an object *
* - size the map *
* - create a new scenario *
* Changed is cleared when you: *
* - Save the scenario *
* - Load a scenario *
* - Play the scenario *
* *
* INPUT: *
* input KN_ value, 0 if none *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/20/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::AI(KeyNumType &input, int x, int y)
{
int rc;
MissionType mission;
int strength;
CELL cell;
int i;
int found; // for removing a waypoint label
int waypt_idx; // for labelling a waypoint
BaseNodeClass *node; // for removing from an AI Base
HousesType house;
/*------------------------------------------------------------------------
Trap 'F2' regardless of whether we're in game or editor mode
------------------------------------------------------------------------*/
if (Debug_Flag) {
if (/*(input == KN_F2 && Session == GAME_SOLO) ||*/ input == (KN_F2 | KN_CTRL_BIT)) {
ScenarioInit = 0;
/*
** If we're in editor mode & Changed is set, prompt for saving changes
*/
if (Debug_Map && Changed) {
rc = CCMessageBox().Process("Save Changes?", TXT_YES, TXT_NO);
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
/*
........................ User wants to save ........................
*/
if (rc == 0) {
/*
................ If save cancelled, abort game ..................
*/
if (Save_Scenario()!=0) {
input = KN_NONE;
} else {
Changed = 0;
Go_Editor(!Debug_Map);
}
} else {
/*
.................... User doesn't want to save .....................
*/
Go_Editor(!Debug_Map);
}
} else {
/*
** If we're in game mode, set Changed to 0 (so if we didn't save our
** changes above, they won't keep coming back to haunt us with continual
** Save Changes? prompts!)
*/
if (!Debug_Map) {
Changed = 0;
}
Go_Editor(!Debug_Map);
}
}
}
/*------------------------------------------------------------------------
For normal game mode, jump to the parent's AI routine.
------------------------------------------------------------------------*/
if (!Debug_Map) {
MouseClass::AI(input, x, y);
return;
}
::Frame++;
/*------------------------------------------------------------------------
Do special mouse processing if the mouse is over the map
------------------------------------------------------------------------*/
if (Get_Mouse_X() > TacPixelX && Get_Mouse_X() <
TacPixelX + Lepton_To_Pixel(TacLeptonWidth) &&
Get_Mouse_Y() > TacPixelY && Get_Mouse_Y() <
TacPixelY + Lepton_To_Pixel(TacLeptonHeight)) {
/*.....................................................................
When the mouse moves over a scrolling edge, ScrollClass changes its
shape to the appropriate arrow or NO symbol; it's our job to change it
back to normal (or whatever the shape is set to by Set_Default_Mouse())
when it re-enters the map area.
.....................................................................*/
if (CurTrigger) {
Override_Mouse_Shape(MOUSE_CAN_MOVE);
} else {
Override_Mouse_Shape(MOUSE_NORMAL);
}
}
/*.....................................................................
Set 'ZoneCell' to track the mouse cursor around over the map. Do this
even if the map is scrolling.
.....................................................................*/
if (Get_Mouse_X() >= TacPixelX && Get_Mouse_X() <=
TacPixelX + Lepton_To_Pixel(TacLeptonWidth) &&
Get_Mouse_Y() >= TacPixelY && Get_Mouse_Y() <=
TacPixelY + Lepton_To_Pixel(TacLeptonHeight)) {
cell = Click_Cell_Calc(Get_Mouse_X(), Get_Mouse_Y());
if (cell != -1) {
Set_Cursor_Pos(cell);
if (PendingObject) {
Flag_To_Redraw(true);
}
}
}
/*------------------------------------------------------------------------
Check for mouse motion while left button is down.
------------------------------------------------------------------------*/
rc = Mouse_Moved();
if (LMouseDown && rc) {
/*.....................................................................
"Paint" mode: place current object, and restart placement
.....................................................................*/
if (PendingObject) {
Flag_To_Redraw(true);
if (Place_Object() == 0) {
Changed = 1;
Start_Placement();
}
} else {
/*.....................................................................
Move the currently-grabbed object
.....................................................................*/
if (GrabbedObject) {
GrabbedObject->Mark(MARK_CHANGE);
if (Move_Grabbed_Object() == 0) {
Changed = 1;
}
}
}
}
/*------------------------------------------------------------------------
Trap special editing keys; if one is detected, set 'input' to 0 to
prevent a conflict with parent's AI().
------------------------------------------------------------------------*/
switch (input) {
/*---------------------------------------------------------------------
F2/RMOUSE = pop up main menu
---------------------------------------------------------------------*/
case KN_RMOUSE:
/*
..................... Turn off placement mode ......................
*/
if (PendingObject) {
if (BaseBuilding) {
Cancel_Base_Building();
} else {
Cancel_Placement();
}
}
/*
................. Turn off trigger placement mode ..................
*/
if (CurTrigger) {
Stop_Trigger_Placement();
}
/*
.............. Unselect object & hide popup controls ...............
*/
if (CurrentObject.Count()) {
CurrentObject[0]->Unselect();
Popup_Controls();
}
Main_Menu();
input = KN_NONE;
break;
/*---------------------------------------------------------------------
F6 = toggle passable/impassable display
---------------------------------------------------------------------*/
case KN_F6:
Debug_Passable = (Debug_Passable == false);
HiddenPage.Clear();
Flag_To_Redraw(true);
input = KN_NONE;
break;
/*---------------------------------------------------------------------
INSERT = go into object-placement mode
---------------------------------------------------------------------*/
case KN_INSERT:
if (!PendingObject) {
/*
......... Unselect current object, hide popup controls ..........
*/
if (CurrentObject.Count()) {
CurrentObject[0]->Unselect();
Popup_Controls();
}
/*
.................... Go into placement mode .....................
*/
Start_Placement();
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
ESC = exit placement mode, or exit to DOS
---------------------------------------------------------------------*/
case KN_ESC:
/*
.................... Exit object placement mode ....................
*/
if (PendingObject) {
if (BaseBuilding) {
Cancel_Base_Building();
} else {
Cancel_Placement();
}
input = KN_NONE;
break;
} else {
/*
................... Exit trigger placement mode ....................
*/
if (CurTrigger) {
Stop_Trigger_Placement();
input = KN_NONE;
break;
} else {
rc = CCMessageBox().Process("Exit Scenario Editor?", TXT_YES, TXT_NO);
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
/*
.......... User doesn't want to exit; return to editor ..........
*/
if (rc==1) {
input = KN_NONE;
break;
}
/*
................. If changed, prompt for saving .................
*/
if (Changed) {
rc = CCMessageBox().Process("Save Changes?", TXT_YES, TXT_NO);
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
/*
..................... User wants to save .....................
*/
if (rc == 0) {
/*
.............. If save cancelled, abort exit ..............
*/
if (Save_Scenario()!=0) {
input = KN_NONE;
break;
} else {
Changed = 0;
}
}
}
}
}
Prog_End();
exit (0);
break;
/*---------------------------------------------------------------------
LEFT = go to previous placement object
---------------------------------------------------------------------*/
case KN_LEFT:
if (PendingObject) {
Place_Prev();
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
RIGHT = go to next placement object
---------------------------------------------------------------------*/
case KN_RIGHT:
if (PendingObject) {
Place_Next();
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
PGUP = go to previous placement category
---------------------------------------------------------------------*/
case KN_PGUP:
if (PendingObject) {
Place_Prev_Category();
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
PGDN = go to next placement category
---------------------------------------------------------------------*/
case KN_PGDN:
if (PendingObject) {
Place_Next_Category();
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
HOME = jump to first placement object, or go to Home Cell
---------------------------------------------------------------------*/
case KN_HOME:
if (PendingObject) {
Place_Home();
} else {
/*
....................... Set map position ........................
*/
ScenarioInit++;
Set_Tactical_Position(Waypoint[WAYPT_HOME]);
ScenarioInit--;
/*
...................... Force map to redraw ......................
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
SHIFT-HOME: set new Home Cell position
---------------------------------------------------------------------*/
case ((int)KN_HOME | (int)KN_SHIFT_BIT):
/*
** Unflag the old Home Cell, if there are no other waypoints
** pointing to it
*/
cell = Waypoint[WAYPT_HOME];
if (cell != -1) {
found = 0;
for (i = 0; i < WAYPT_COUNT; i++) {
if (i != WAYPT_HOME && Waypoint[i]==cell) {
found = 1;
}
}
if (found==0) {
(*this)[cell].IsWaypoint = 0;
Flag_Cell(cell);
}
}
/*
** Now set the new Home cell
*/
Waypoint[WAYPT_HOME] = Coord_Cell(TacticalCoord);
(*this)[Coord_Cell(TacticalCoord)].IsWaypoint = 1;
Flag_Cell(Coord_Cell(TacticalCoord));
Changed = 1;
input = KN_NONE;
break;
/*---------------------------------------------------------------------
SHIFT-R: set new Reinforcement Cell position. Don't allow setting
the Reinf. Cell to the same as the Home Cell (for display purposes.)
---------------------------------------------------------------------*/
case ((int)KN_R | (int)KN_SHIFT_BIT):
if (CurrentCell==0 || CurrentCell==Waypoint[WAYPT_HOME]) {
break;
}
/*
** Unflag the old Reinforcement Cell, if there are no other waypoints
** pointing to it
*/
cell = Waypoint[WAYPT_REINF];
if (cell != -1) {
found = 0;
for (i = 0; i < WAYPT_COUNT; i++) {
if (i != WAYPT_REINF && Waypoint[i]==cell) {
found = 1;
}
}
if (found==0) {
(*this)[cell].IsWaypoint = 0;
Flag_Cell(cell);
}
}
/*
** Now set the new Reinforcement cell
*/
Waypoint[WAYPT_REINF] = CurrentCell;
(*this)[CurrentCell].IsWaypoint = 1;
Flag_Cell(CurrentCell);
Changed = 1;
input = KN_NONE;
break;
/*---------------------------------------------------------------------
ALT-Letter: Label a waypoint cell
---------------------------------------------------------------------*/
case ((int)KN_A | (int)KN_ALT_BIT):
case ((int)KN_B | (int)KN_ALT_BIT):
case ((int)KN_C | (int)KN_ALT_BIT):
case ((int)KN_D | (int)KN_ALT_BIT):
case ((int)KN_E | (int)KN_ALT_BIT):
case ((int)KN_F | (int)KN_ALT_BIT):
case ((int)KN_G | (int)KN_ALT_BIT):
case ((int)KN_H | (int)KN_ALT_BIT):
case ((int)KN_I | (int)KN_ALT_BIT):
case ((int)KN_J | (int)KN_ALT_BIT):
case ((int)KN_K | (int)KN_ALT_BIT):
case ((int)KN_L | (int)KN_ALT_BIT):
case ((int)KN_M | (int)KN_ALT_BIT):
case ((int)KN_N | (int)KN_ALT_BIT):
case ((int)KN_O | (int)KN_ALT_BIT):
case ((int)KN_P | (int)KN_ALT_BIT):
case ((int)KN_Q | (int)KN_ALT_BIT):
case ((int)KN_R | (int)KN_ALT_BIT):
case ((int)KN_S | (int)KN_ALT_BIT):
case ((int)KN_T | (int)KN_ALT_BIT):
case ((int)KN_U | (int)KN_ALT_BIT):
case ((int)KN_V | (int)KN_ALT_BIT):
case ((int)KN_W | (int)KN_ALT_BIT):
case ((int)KN_X | (int)KN_ALT_BIT):
case ((int)KN_Y | (int)KN_ALT_BIT):
case ((int)KN_Z | (int)KN_ALT_BIT):
if (CurrentCell != 0) {
waypt_idx = KN_To_KA(input & 0xff) - KA_a;
/*...............................................................
Unflag cell for this waypoint if there is one
...............................................................*/
cell = Waypoint[waypt_idx];
if (cell != -1) {
if (Waypoint[WAYPT_HOME] != cell &&
Waypoint[WAYPT_REINF] != cell)
(*this)[cell].IsWaypoint = 0;
Flag_Cell(cell);
}
Waypoint[waypt_idx] = CurrentCell;
(*this)[CurrentCell].IsWaypoint = 1;
Changed = 1;
Flag_Cell(CurrentCell);
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
ALT-1-4: Designate a cell as a capture-the-flag cell.
---------------------------------------------------------------------*/
case ((int)KN_1 | (int)KN_ALT_BIT):
case ((int)KN_2 | (int)KN_ALT_BIT):
case ((int)KN_3 | (int)KN_ALT_BIT):
case ((int)KN_4 | (int)KN_ALT_BIT):
/*------------------------------------------------------------------
If there's a current cell, place the flag & waypoint there.
------------------------------------------------------------------*/
if (CurrentCell != 0) {
waypt_idx = (KN_To_KA(input & 0xff) - KA_1);
house = (HousesType)(HOUSE_MULTI1 + waypt_idx);
if (HouseClass::As_Pointer(house)) {
HouseClass::As_Pointer(house)->Flag_Attach(CurrentCell,true);
}
} else {
/*------------------------------------------------------------------
If there's a current object, attach the flag to it and clear the
waypoint.
------------------------------------------------------------------*/
if (CurrentObject[0] != 0) {
waypt_idx = (KN_To_KA(input & 0xff) - KA_1);
house = (HousesType)(HOUSE_MULTI1 + waypt_idx);
if (HouseClass::As_Pointer(house) && CurrentObject[0]->What_Am_I() == RTTI_UNIT) {
HouseClass::As_Pointer(house)->Flag_Attach((UnitClass *)CurrentObject[0], true);
}
}
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
ALT-Space: Remove a waypoint designation
---------------------------------------------------------------------*/
case ((int)KN_SPACE | (int)KN_ALT_BIT):
if (CurrentCell != 0) {
/*...............................................................
Loop through letter waypoints; if this cell is one of them,
clear that waypoint.
...............................................................*/
for (i = 0 ; i < 26; i++) {
if (Waypoint[i]==CurrentCell)
Waypoint[i] = -1;
}
/*...............................................................
Loop through flag home values; if this cell is one of them, clear
that waypoint.
...............................................................*/
for (i = 0; i < MAX_PLAYERS; i++) {
house = (HousesType)(HOUSE_MULTI1 + i);
if (HouseClass::As_Pointer(house) &&
CurrentCell == HouseClass::As_Pointer(house)->FlagHome)
HouseClass::As_Pointer(house)->Flag_Remove(As_Target(CurrentCell),true);
}
/*...............................................................
If there are no more waypoints on this cell, clear the cell's
waypoint designation.
...............................................................*/
if (Waypoint[WAYPT_HOME]!=CurrentCell &&
Waypoint[WAYPT_REINF]!=CurrentCell)
(*this)[CurrentCell].IsWaypoint = 0;
Changed = 1;
Flag_Cell(CurrentCell);
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
'H' = toggle current placement object's house
---------------------------------------------------------------------*/
case KN_H:
case ((int)KN_H | (int)KN_SHIFT_BIT):
if (PendingObject) {
Toggle_House();
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
Left-mouse click:
Button DOWN:
- Toggle LMouseDown
- If we're in placement mode, try to place the current object
- If success, re-enter placement mode
- Otherwise, try to select an object, and "grab" it if there is one
- If no object, then select that cell as the "current" cell
Button UP:
- Toggle LMouseDown
- release any grabbed object
---------------------------------------------------------------------*/
case ((int)MAP_AREA | (int)KN_BUTTON):
/*
------------------------- Left Button DOWN -------------------------
*/
if (Keyboard::Down(KN_LMOUSE)) {
LMouseDown = 1;
/*
............... Placement mode: place an object .................
*/
if (PendingObject) {
if (Place_Object()==0) {
Changed = 1;
Start_Placement();
}
} else {
/*
....................... Place a trigger .........................
*/
if (CurTrigger) {
Place_Trigger();
Changed = 1;
} else {
/*
................. Select an object or a cell .................
.................. Check for double-click ....................
*/
if (CurrentObject.Count() &&
( (TickCount.Time() - LastClickTime) < 15)) {
; // stub
} else {
/*
................ Single-click: select object .................
*/
if (Select_Object()==0) {
CurrentCell = 0;
Grab_Object();
} else {
/*
................ No object: select the cell ..................
*/
CurrentCell = Click_Cell_Calc(_Kbd->MouseQX,_Kbd->MouseQY);
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
}
}
}
LastClickTime = TickCount.Time();
input = KN_NONE;
} else {
/*
-------------------------- Left Button UP --------------------------
*/
LMouseDown = 0;
GrabbedObject = 0;
input = KN_NONE;
}
break;
/*---------------------------------------------------------------------
SHIFT-ALT-Arrow: move the current object
---------------------------------------------------------------------*/
case (int)KN_UP | (int)KN_ALT_BIT | (int)KN_SHIFT_BIT:
case (int)KN_DOWN | (int)KN_ALT_BIT | (int)KN_SHIFT_BIT:
case (int)KN_LEFT | (int)KN_ALT_BIT | (int)KN_SHIFT_BIT:
case (int)KN_RIGHT | (int)KN_ALT_BIT | (int)KN_SHIFT_BIT:
if (CurrentObject.Count()) {
CurrentObject[0]->Move(KN_To_Facing(input));
Changed = 1;
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
DELETE: delete currently-selected object
---------------------------------------------------------------------*/
case KN_DELETE:
/*..................................................................
Delete currently-selected object's trigger, or the object
..................................................................*/
if (CurrentObject.Count()) {
/*
........................ Delete trigger .........................
*/
if (CurrentObject[0]->Trigger) {
CurrentObject[0]->Trigger = NULL;
} else {
/*
** If the current object is part of the AI's Base, remove it
** from the Base's Node list.
*/
if (CurrentObject[0]->What_Am_I()==RTTI_BUILDING &&
Base.Is_Node((BuildingClass *)CurrentObject[0])) {
node = Base.Get_Node((BuildingClass *)CurrentObject[0]);
Base.Nodes.Delete(*node);
}
/*
................... Delete current object ....................
*/
delete CurrentObject[0];
/*
.................. Hide the popup controls ...................
*/
Popup_Controls();
}
/*
........................ Force a redraw .........................
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Changed = 1;
} else {
/*
................. Remove trigger from current cell .................
*/
if (CurrentCell) {
if ((*this)[CurrentCell].IsTrigger) {
(*this)[CurrentCell].IsTrigger = 0;
CellTriggers[CurrentCell] = NULL;
/*
...................... Force a redraw ........................
*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Changed = 1;
}
}
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
TAB: select next object on the map
---------------------------------------------------------------------*/
case KN_TAB:
Select_Next();
input = KN_NONE;
break;
/*---------------------------------------------------------------------
Object-Editing button: House Button
---------------------------------------------------------------------*/
case (POPUP_GDI | KN_BUTTON):
case (POPUP_NOD | KN_BUTTON):
case (POPUP_NEUTRAL | KN_BUTTON):
case (POPUP_MULTI1 | KN_BUTTON):
case (POPUP_MULTI2 | KN_BUTTON):
case (POPUP_MULTI3 | KN_BUTTON):
case (POPUP_MULTI4 | KN_BUTTON):
/*..................................................................
Convert input value into a house value; assume HOUSE_GOOD is 0
..................................................................*/
house = (HousesType)( (input & (~KN_BUTTON)) - POPUP_GDI);
/*..................................................................
If that house doesn't own this object, try to transfer it
..................................................................*/
if (CurrentObject[0]->Owner()!=house) {
if (Change_House(house)) {
Changed = 1;
}
}
Set_House_Buttons(CurrentObject[0]->Owner(), Buttons, POPUP_GDI);
HiddenPage.Clear();
Flag_To_Redraw(true);
input = KN_NONE;
break;
/*---------------------------------------------------------------------
Object-Editing button: Mission
---------------------------------------------------------------------*/
case (POPUP_MISSIONLIST | KN_BUTTON):
if (CurrentObject[0]->Is_Techno()) {
/*
........................ Set new mission ........................
*/
mission = MapEditMissions[MissionList->Current_Index()];
if (CurrentObject[0]->Get_Mission() != mission) {
((TechnoClass *)CurrentObject[0])->Set_Mission(mission);
Changed = 1;
}
}
Flag_To_Redraw(true);
input = KN_NONE;
break;
/*---------------------------------------------------------------------
Object-Editing button: Health
---------------------------------------------------------------------*/
case (POPUP_HEALTHGAUGE | KN_BUTTON):
if (CurrentObject[0]->Is_Techno()) {
/*
.......... Derive strength from current gauge reading ...........
*/
strength = Fixed_To_Cardinal(
(unsigned)CurrentObject[0]->Class_Of().MaxStrength,
(unsigned)HealthGauge->Get_Value());
/*
........................... Clip to 1 ...........................
*/
if (strength <= 0) {
strength = 1;
}
/*
....................... Set new strength ........................
*/
if (strength != CurrentObject[0]->Strength) {
CurrentObject[0]->Strength = strength;
HiddenPage.Clear();
Flag_To_Redraw(true);
Changed = 1;
}
/*
....................... Update text label .......................
*/
sprintf(HealthBuf,"%d",strength);
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
Object-Editing button: Facing
---------------------------------------------------------------------*/
case (POPUP_FACINGDIAL | KN_BUTTON):
if (CurrentObject[0]->Is_Techno()) {
/*
........................ Set new facing .........................
*/
if (FacingDial->Get_Direction() !=
((TechnoClass *)CurrentObject[0])->PrimaryFacing.Get()) {
/*
..................... Set body's facing ......................
*/
((TechnoClass *)CurrentObject[0])->PrimaryFacing.Set(FacingDial->Get_Direction());
/*
............. Set turret facing, if there is one .............
*/
if (CurrentObject[0]->What_Am_I()==RTTI_UNIT) {
((UnitClass *)CurrentObject[0])->SecondaryFacing.Set(FacingDial->Get_Direction());
}
HiddenPage.Clear();
Flag_To_Redraw(true);
Changed = 1;
}
}
input = KN_NONE;
break;
/*---------------------------------------------------------------------
Object-Editing button: Facing
---------------------------------------------------------------------*/
case (POPUP_BASEPERCENT | KN_BUTTON):
if (BaseGauge->Get_Value() != BasePercent) {
BasePercent = BaseGauge->Get_Value();
Build_Base_To(BasePercent);
HiddenPage.Clear();
Flag_To_Redraw(true);
}
input = KN_NONE;
break;
case (KN_LMOUSE):
input = KN_NONE;
break;
default:
break;
}
/*
------------------------ Call parent's AI routine ------------------------
*/
MouseClass::AI(input, x, y);
}
/***************************************************************************
* MapEditClass::Draw_It -- overloaded Redraw routine *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/17/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Draw_It(bool forced)
{
char const *label;
char buf[40];
char const *tptr;
MouseClass::Draw_It(forced);
if (!Debug_Map) {
return;
}
//
// Erase scrags at top of screen
//
LogicPage->Fill_Rect(0, 0, 640, 16, BLACK);
/*
** Display the total value of all Tiberium on the map.
*/
Fancy_Text_Print("Tiberium=%ld ", 0, 0, CC_GREEN, BLACK,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW, TotalValue);
/*------------------------------------------------------------------------
If there are no object controls displayed, just invoke parent's Redraw
and return.
------------------------------------------------------------------------*/
if (!Buttons) {
return;
}
/*------------------------------------------------------------------------
Otherwise, if 'display' is set, invoke the parent's Redraw to refresh
the HIDPAGE; then, update the buttons & text labels onto HIDPAGE;
then invoke the parent's Redraw to blit the HIDPAGE to SEENPAGE.
------------------------------------------------------------------------*/
if (forced) {
/*
....................... Update the text labels ........................
*/
if (CurrentObject.Count()) {
/*
------------------ Display the object's name & ID ------------------
*/
label = Text_String(CurrentObject[0]->Full_Name());
tptr = label;
sprintf(buf,"%s (%d)",tptr,CurrentObject[0]->As_Target());
/*
......................... print the label ..........................
*/
Fancy_Text_Print (buf, 320, 0, CC_TAN, TBLACK,
TPF_CENTER | TPF_NOSHADOW | TPF_6PT_GRAD | TPF_USE_GRAD_PAL);
}
}
}
/***************************************************************************
* MapEditClass::Mouse_Moved -- checks for mouse motion *
* *
* Reports whether the mouse has moved or not. This varies based on the *
* type of object currently selected. If there's an infantry object *
* selected, mouse motion counts even within a cell; for all other types,*
* mouse motion counts only if the mouse changes cells. *
* *
* The reason this routine is needed is to prevent Paint-Mode from putting*
* gobs of trees and such into the same cell if the mouse moves just *
* a little bit. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/08/1994 BR : Created. *
*=========================================================================*/
bool MapEditClass::Mouse_Moved(void)
{
static int old_mx = 0;
static int old_my = 0;
static CELL old_zonecell = 0;
const ObjectTypeClass * objtype = NULL;
bool retcode = false;
/*
-------------------------- Return if no motion ---------------------------
*/
if (old_mx == Get_Mouse_X() && old_my == Get_Mouse_Y()) {
return(false);
}
/*
---------------------- Get a ptr to ObjectTypeClass ----------------------
*/
if (PendingObject) {
objtype = PendingObject;
} else {
if (GrabbedObject) {
objtype = &GrabbedObject->Class_Of();
} else {
old_mx = Get_Mouse_X();
old_my = Get_Mouse_Y();
old_zonecell = ZoneCell;
return(false);
}
}
/*
--------------------- Check for motion based on type ---------------------
*/
/*
............... Infantry: mouse moved if any motion at all ...............
*/
if (objtype->What_Am_I() == RTTI_INFANTRYTYPE) {
retcode = true;
} else {
/*
................ Others: mouse moved only if cell changed ................
*/
if (old_zonecell!=ZoneCell) {
retcode = true;
} else {
retcode = false;
}
}
old_mx = Get_Mouse_X();
old_my = Get_Mouse_Y();
old_zonecell = ZoneCell;
return(retcode);
}
/***************************************************************************
* MapEditClass::Main_Menu -- main menu processor for map editor *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/20/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Main_Menu(void)
{
char const *_menus[MAX_MAIN_MENU_NUM + 1];
int selection; // option the user picks
bool process; // menu stays up while true
int rc;
/*
--------------------------- Fill in menu items ---------------------------
*/
_menus[0] = "New Scenario";
_menus[1] = "Load Scenario";
_menus[2] = "Save Scenario";
_menus[3] = "Size Map";
_menus[4] = "Add Game Object";
_menus[5] = "Scenario Options";
_menus[6] = "AI Options";
_menus[7] = "Play Scenario";
_menus[8] = NULL;
/*
----------------------------- Main Menu loop -----------------------------
*/
Override_Mouse_Shape(MOUSE_NORMAL); // display default mouse cursor
process = true;
while (process) {
/*
................ Invoke game callback, to update music ................
*/
Call_Back();
/*
............................. Invoke menu .............................
*/
Hide_Mouse(); // Do_Menu assumes the mouse is already hidden
selection = Do_Menu(&_menus[0], true);
Show_Mouse();
if (UnknownKey==KN_ESC || UnknownKey==KN_LMOUSE || UnknownKey==KN_RMOUSE) {
break;
}
/*
.......................... Process selection ..........................
*/
switch (selection) {
/*
........................... New scenario ...........................
*/
case 0:
if (Changed) {
rc = CCMessageBox().Process("Save Changes?", TXT_YES, TXT_NO);
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
if (rc==0) {
if (Save_Scenario()!=0) {
break;
} else {
Changed = 0;
}
}
}
if (New_Scenario()==0) {
CarryOverMoney = 0;
Changed = 1;
}
process = false;
break;
/*
.......................... Load scenario ...........................
*/
case 1:
if (Changed) {
rc = CCMessageBox().Process("Save Changes?", TXT_YES, TXT_NO);
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
if (rc==0) {
if (Save_Scenario()!=0) {
break;
} else {
Changed = 0;
}
}
}
if (Load_Scenario()==0) {
CarryOverMoney = 0;
Changed = 0;
}
process = false;
break;
/*
.......................... Save scenario ...........................
*/
case 2:
if (Save_Scenario() == 0) {
Changed = 0;
}
process = false;
break;
/*
.......................... Edit map size ...........................
*/
case 3:
if (Size_Map(MapCellX, MapCellY, MapCellWidth, MapCellHeight)==0) {
process = false;
Changed = 1;
}
break;
/*
.......................... Add an object ...........................
*/
case 4:
if (Placement_Dialog() == 0) {
Start_Placement();
process = false;
}
break;
/*
......................... Scenario options .........................
*/
case 5:
if (Scenario_Dialog() == 0) {
Changed = 1;
process = false;
}
break;
/*
.......................... Other options ...........................
*/
case 6:
AI_Menu();
process = false;
break;
/*
...................... Test-drive this scenario ....................
*/
case 7:
if (Changed) {
rc = CCMessageBox().Process("Save Changes?", TXT_YES, TXT_NO);
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
if (rc==0) {
if (Save_Scenario()!=0) {
break;
} else {
Changed = 0;
}
}
}
Changed = 0;
Debug_Map = false;
Start_Scenario(ScenarioName);
return;
}
}
/*------------------------------------------------------------------------
Restore the display:
- Clear HIDPAGE to erase any spurious drawing done by the menu system
- Invoke Flag_To_Redraw to tell DisplayClass to re-render the whole screen
- Invoke Redraw() to update the display
------------------------------------------------------------------------*/
HiddenPage.Clear();
Flag_To_Redraw(true);
Render();
}
/***************************************************************************
* MapEditClass::AI_Menu -- menu of AI options *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/29/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::AI_Menu(void)
{
int selection; // option the user picks
bool process; // menu stays up while true
char const *_menus[MAX_AI_MENU_NUM + 1];
/*
-------------------------- Fill in menu strings --------------------------
*/
_menus[0] = "Pre-Build a Base";
_menus[1] = "Import Triggers";
_menus[2] = "Edit Triggers";
_menus[3] = "Import Teams";
_menus[4] = "Edit Teams";
_menus[5] = NULL;
/*
----------------------------- Main Menu loop -----------------------------
*/
Override_Mouse_Shape(MOUSE_NORMAL); // display default mouse cursor
process = true;
while (process) {
/*
................ Invoke game callback, to update music ................
*/
Call_Back();
/*
............................. Invoke menu .............................
*/
Hide_Mouse(); // Do_Menu assumes the mouse is already hidden
selection = Do_Menu(&_menus[0], true);
Show_Mouse();
if (UnknownKey==KN_ESC || UnknownKey==KN_LMOUSE || UnknownKey==KN_RMOUSE) {
break;
}
/*
.......................... Process selection ..........................
*/
switch (selection) {
/*
......................... Pre-Build a Base .........................
*/
case 0:
Start_Base_Building();
process = false;
break;
/*
......................... Import Triggers ..........................
*/
case 1:
if (Import_Triggers()==0)
process = false;
break;
/*
......................... Trigger Editing ..........................
*/
case 2:
Handle_Triggers();
/*
................ Go into trigger placement mode .................
*/
if (CurTrigger) {
Start_Trigger_Placement();
}
process = false;
break;
/*
........................... Import Teams ...........................
*/
case 3:
if (Import_Teams()==0)
process = false;
break;
/*
........................... Team Editing ...........................
*/
case 4:
Handle_Teams("Teams");
process = false;
break;
}
}
}
/***************************************************************************
* MapEditClass::Verify_House -- is this objtype ownable by this house? *
* *
* INPUT: *
* house house to check *
* objtype ObjectTypeClass to check *
* *
* OUTPUT: *
* 0 = isn't ownable, 1 = it is *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/16/1994 BR : Created. *
*=========================================================================*/
bool MapEditClass::Verify_House(HousesType house, ObjectTypeClass const *objtype)
{
/*
--------------- Verify that new house can own this object ----------------
*/
return((objtype->Get_Ownable() & (1 << house)) != 0);
}
/***************************************************************************
* MapEditClass::Cycle_House -- finds next valid house for object type *
* *
* INPUT: *
* objtype ObjectTypeClass ptr to get house for *
* curhouse current house value to start with *
* *
* OUTPUT: *
* HousesType that's valid for this object type *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/23/1994 BR : Created. *
*=========================================================================*/
HousesType MapEditClass::Cycle_House(HousesType curhouse,
ObjectTypeClass const *objtype)
{
HousesType count; // prevents an infinite loop
/*------------------------------------------------------------------------
Loop through all house types, starting with the one after 'curhouse';
return the first one that's valid
------------------------------------------------------------------------*/
count = HOUSE_NONE;
while (1) {
/*
.......................... Go to next house ...........................
*/
curhouse++;
if (curhouse == HOUSE_COUNT) {
curhouse = HOUSE_FIRST;
}
/*
................ Count # iterations; don't go forever .................
*/
count++;
if (count == HOUSE_COUNT) {
curhouse = HOUSE_NONE;
break;
}
/*
................... Break if this is a valid house ....................
*/
if (HouseClass::As_Pointer(curhouse) && Verify_House(curhouse,objtype)) {
break;
}
}
return(curhouse);
}
/***************************************************************************
* MapEditClass::Fatal -- exits with error message *
* *
* INPUT: *
* code tells which message to display; this minimizes the *
* use of character strings in the code. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/12/1994 BR : Created. *
*=========================================================================*/
void MapEditClass::Fatal(int txt)
{
Prog_End();
printf("%s\n",txt);
if (!RunningAsDLL) {
exit(EXIT_FAILURE);
}
}
bool MapEditClass::Scroll_Map(DirType facing, int & distance, bool really)
{
if (Debug_Map) {
/*
** The popup gadgets require the entire map to be redrawn if we scroll.
*/
if (really) {
Flag_To_Redraw(true);
}
}
return(MouseClass::Scroll_Map(facing, distance, really));
}
void MapEditClass::Detach(ObjectClass * object)
{
if (GrabbedObject == object) {
GrabbedObject = 0;
}
}
#endif
#include "mapedsel.cpp"