3848 lines
127 KiB
C++
3848 lines
127 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\mapeddlg.cpv 2.18 16 Oct 1995 16:49:00 JOE_BOSTIC $ */
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/***************************************************************************
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** 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 **
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***************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : MAPEDDLG.CPP *
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* *
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* Programmer : Bill Randolph *
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* *
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* Start Date : November 18, 1994 *
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* *
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* Last Update : December 12, 1994 [BR] *
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* *
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*-------------------------------------------------------------------------*
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* Map Editor dialogs & main menu options *
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*-------------------------------------------------------------------------*
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* Functions: *
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* MapEditClass::New_Scenario -- creates a new scenario *
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* MapEditClass::Load_Scenario -- loads a scenario INI file *
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* MapEditClass::Save_Scenario -- saves current scenario to an INI file *
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* MapEditClass::Pick_Scenario -- dialog for choosing scenario *
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* MapEditClass::Size_Map -- lets user set size & location of map *
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* MapEditClass::Scenario_Dialog -- scenario global parameters dialog *
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* MapEditClass::Handle_Triggers -- processes the trigger dialogs *
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* MapEditClass::Select_Trigger -- lets user select a trigger *
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* MapEditClass::Edit_Trigger -- lets user edit a [new] trigger *
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* MapEditClass::Import_Triggers -- lets user import triggers *
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* MapEditClass::Import_Teams -- lets user import teams *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#ifdef SCENARIO_EDITOR
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/***************************************************************************
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* MapEditClass::New_Scenario -- creates a new scenario *
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* *
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* - Prompts user for scenario data (house, scenario #); sets globals *
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* PlayerPtr (for house) & Scenario (for scenario #) *
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* - Prompts user for map size *
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* - Initializes the scenario by calling Clear_Scenario(), which calls *
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* everybody's Init() routine *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* 0 = new scenario created, -1 = not *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 10/21/1994 BR : Created. *
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*=========================================================================*/
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int MapEditClass::New_Scenario(void)
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{
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int scen_num = Scenario;
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ScenarioPlayerType player = ScenPlayer;
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ScenarioDirType dir = ScenDir;
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ScenarioVarType var = ScenVar;
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int rc;
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HousesType house;
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/*
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------------------------ Prompt for scenario info ------------------------
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*/
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rc = Pick_Scenario("New Scenario", &scen_num, &player, &dir, &var, 1);
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if (rc != 0) {
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return(-1);
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}
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/*
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-------------------------- Blow away everything --------------------------
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*/
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Clear_Scenario();
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/*
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----------------------------- Set parameters -----------------------------
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*/
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Scenario = scen_num;
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ScenPlayer = player;
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ScenDir = dir;
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ScenVar = var;
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Set_Scenario_Name(ScenarioName,scen_num,player,dir,var);
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/*
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----------------------------- Create houses ------------------------------
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*/
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for (house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
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new HouseClass(house);
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}
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if (ScenPlayer == SCEN_PLAYER_MPLAYER) {
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PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI1);
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PlayerPtr->IsHuman = true;
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LastHouse = HOUSE_MULTI1;
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} else {
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if (player == SCEN_PLAYER_GDI) {
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PlayerPtr = HouseClass::As_Pointer(HOUSE_GOOD);
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PlayerPtr->IsHuman = true;
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Base.House = HOUSE_BAD;
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} else {
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if (player == SCEN_PLAYER_NOD) {
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PlayerPtr = HouseClass::As_Pointer(HOUSE_BAD);
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PlayerPtr->IsHuman = true;
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Base.House = HOUSE_GOOD;
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} else {
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PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI4);
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PlayerPtr->IsHuman = true;
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Base.House = HOUSE_MULTI4;
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}
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}
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LastHouse = HOUSE_GOOD;
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}
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/*
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-------------------------- Init the entire map ---------------------------
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*/
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Init_Clear();
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Fill_In_Data();
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/*
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-------------------------- Prompt for map size ---------------------------
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*/
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Size_Map(-1,-1,20,20);
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/*
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------ Set the Home & Reinforcement Cells to the center of the map -------
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*/
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Waypoint[WAYPT_REINF] = XY_Cell(MapCellX + MapCellWidth / 2, MapCellY + MapCellHeight / 2);
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Waypoint[WAYPT_HOME] = XY_Cell(MapCellX + MapCellWidth / 2, MapCellY + MapCellHeight / 2);
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(*this)[Coord_Cell(TacticalCoord)].IsWaypoint = 1;
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Flag_Cell(Coord_Cell(TacticalCoord));
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ScenarioInit++;
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Set_Tactical_Position(Cell_Coord(Waypoint[WAYPT_HOME]));
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ScenarioInit--;
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return(0);
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}
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/***************************************************************************
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* MapEditClass::Load_Scenario -- loads a scenario INI file *
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* *
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* - Prompts user for scenario data (house, scenario #); sets globals *
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* PlayerPtr (for house) & Scenario (for scenario #) *
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* - Loads the INI file for that scenario *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* 0. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 10/21/1994 BR : Created. *
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*=========================================================================*/
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int MapEditClass::Load_Scenario(void)
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{
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int scen_num = Scenario;
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ScenarioPlayerType player = ScenPlayer;
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ScenarioDirType dir = ScenDir;
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ScenarioVarType var = ScenVar;
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int rc;
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/*
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------------------------ Prompt for scenario info ------------------------
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*/
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rc = Pick_Scenario("Load Scenario", &scen_num, &player, &dir, &var, 1);
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if (rc != 0) {
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return(-1);
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}
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/*
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----------------------------- Set parameters -----------------------------
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*/
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Scenario = scen_num;
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ScenPlayer = player;
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ScenDir = dir;
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ScenVar = var;
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Set_Scenario_Name(ScenarioName,scen_num,player,dir,var);
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/*------------------------------------------------------------------------
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Read_Scenario_Ini() must be able to set PlayerPtr to the right house:
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- Reading the INI will create the house objects
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- PlayerPtr must be set before any Techno objects are created
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- For GDI or NOD scenarios, PlayerPtr is set by reading the INI;
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but for multiplayer, it's set via the MPlayerLocalID; so, here we have
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to set various multiplayer variables to fool the Assign_Houses() routine
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into working properly.
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------------------------------------------------------------------------*/
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if (ScenPlayer == SCEN_PLAYER_MPLAYER) {
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MPlayerLocalID = Build_MPlayerID(2,HOUSE_GOOD);
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MPlayerCount = 1;
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LastHouse = HOUSE_MULTI1;
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}
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else if (ScenPlayer==SCEN_PLAYER_JP) {
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PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI4);
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PlayerPtr->IsHuman = true;
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Base.House = HOUSE_MULTI4;
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}
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else {
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LastHouse = HOUSE_GOOD;
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}
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/*
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-------------------------- Blow away everything --------------------------
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*/
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Clear_Scenario();
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/*
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------------------------------ Read the INI ------------------------------
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*/
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if (Read_Scenario_Ini(ScenarioName) == 0) {
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CCMessageBox().Process("Unable to read scenario!");
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HiddenPage.Clear();
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Flag_To_Redraw(true);
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Render();
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} else {
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Fill_In_Data();
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Set_Palette(GamePalette);
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}
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return(0);
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}
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/***************************************************************************
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* MapEditClass::Save_Scenario -- saves current scenario to an INI file *
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* *
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* - Prompts user for scenario data (house, scenario #); sets globals *
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* PlayerPtr (for house) & Scenario (for scenario #) *
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* - Saves the INI file for this scenario *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* 0 = OK, -1 = error/cancel *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 10/21/1994 BR : Created. *
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*=========================================================================*/
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int MapEditClass::Save_Scenario(void)
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{
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int scen_num = Scenario;
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ScenarioPlayerType player = ScenPlayer;
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ScenarioDirType dir = ScenDir;
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ScenarioVarType var = ScenVar;
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int rc;
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FILE *fp;
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char fname[13];
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/*
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------------------------ Prompt for scenario info ------------------------
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*/
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rc = Pick_Scenario("Save Scenario", &scen_num, &player, &dir, &var, 0);
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if (rc != 0) {
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return(-1);
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}
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/*
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------------------- Warning if scenario already exists -------------------
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*/
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Set_Scenario_Name(fname, scen_num, player, dir, var);
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fp = fopen(fname,"rb");
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if (fp) {
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fclose(fp);
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rc = CCMessageBox().Process("File exists. Replace?", TXT_YES, TXT_NO);
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HiddenPage.Clear();
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Flag_To_Redraw(true);
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Render();
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if (rc==1)
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return(-1);
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}
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/*
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----------------------------- Set parameters -----------------------------
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*/
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Scenario = scen_num;
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ScenPlayer = player;
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ScenDir = dir;
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ScenVar = var;
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Set_Scenario_Name(ScenarioName,scen_num,player,dir,var);
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/*------------------------------------------------------------------------
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Player may have changed from GDI to NOD, so change playerptr accordingly
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------------------------------------------------------------------------*/
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if (ScenPlayer == SCEN_PLAYER_GDI || ScenPlayer==SCEN_PLAYER_NOD) {
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if (ScenPlayer==SCEN_PLAYER_GDI) {
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PlayerPtr = HouseClass::As_Pointer(HOUSE_GOOD);
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PlayerPtr->IsHuman = true;
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Base.House = HOUSE_BAD;
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} else {
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if (ScenPlayer == SCEN_PLAYER_NOD) {
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PlayerPtr = HouseClass::As_Pointer(HOUSE_BAD);
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PlayerPtr->IsHuman = true;
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Base.House = HOUSE_GOOD;
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} else {
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PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI4);
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PlayerPtr->IsHuman = true;
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Base.House = HOUSE_MULTI4;
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}
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}
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LastHouse = HOUSE_GOOD;
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}
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/*
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----------------------------- Write the INI ------------------------------
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*/
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Write_Scenario_Ini(ScenarioName);
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return(0);
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}
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/***************************************************************************
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* MapEditClass::Pick_Scenario -- dialog for choosing scenario *
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* *
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* Prompts user for: *
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* - House (GDI, NOD) *
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* - Scenario # *
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* *
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* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
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* <20> Caption <20> *
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* <20> <20> *
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* <20> Scenario ___ <20> *
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* <20> Version ___ <20> *
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* <20> <20> *
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* <20> [East] [West] <20> *
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* <20> <20> *
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* <20> [ GDI ] <20> *
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* <20> [ NOD ] <20> *
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* <20> [Multi-Player] <20> *
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* <20> <20> *
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* <20> [OK] [Cancel] <20> *
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* <20> <20> *
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* <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> *
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* *
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* INPUT: *
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* caption string to use as a title *
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* scen_nump output: ptr to scenario # *
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* playerp output: ptr to player type *
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* dirp output: ptr to direction *
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* varp output: ptr to variation *
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* multi 1 = allow to change single/multiplayer; 0 = not *
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* *
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* OUTPUT: *
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||
* 0 = OK, -1 = cancel *
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* *
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||
* WARNINGS: *
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* none. *
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||
* *
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||
* HISTORY: *
|
||
* 10/21/1994 BR : Created. *
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*=========================================================================*/
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int MapEditClass::Pick_Scenario(char const * caption, int *scen_nump,
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ScenarioPlayerType *playerp, ScenarioDirType *dirp, ScenarioVarType *varp,
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int multi)
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{
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/*........................................................................
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Dialog & button dimensions
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........................................................................*/
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enum {
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D_DIALOG_W = 400, // dialog width
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D_DIALOG_H = 328, // dialog height
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D_DIALOG_X = ((640 - D_DIALOG_W) / 2), // centered x-coord
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D_DIALOG_Y = ((400 - D_DIALOG_H) / 2), // centered y-coord
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D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2), // coord of x-center
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D_TXT8_H = 22, // ht of 8-pt text
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D_MARGIN = 14, // margin width/height
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D_SCEN_W = 90, // Scenario # width
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D_SCEN_H = 18, // Scenario # height
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D_SCEN_X = D_DIALOG_CX + 5, // Scenario # x
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D_SCEN_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN, // Scenario # y
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D_VARA_W = 26, // Version A width
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D_VARA_H = 18, // Version A height
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D_VARA_X = D_DIALOG_CX - (D_VARA_W * 5) / 2, // Version A x
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D_VARA_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version A y
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||
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D_VARB_W = 26, // Version B width
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||
D_VARB_H = 18, // Version B height
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||
D_VARB_X = D_VARA_X + D_VARA_W, // Version B x
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||
D_VARB_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version B y
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||
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D_VARC_W = 26, // Version C width
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||
D_VARC_H = 18, // Version C height
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||
D_VARC_X = D_VARB_X + D_VARB_W, // Version C x
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||
D_VARC_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version C y
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||
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D_VARD_W = 26, // Version D width
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||
D_VARD_H = 18, // Version D height
|
||
D_VARD_X = D_VARC_X + D_VARC_W, // Version D x
|
||
D_VARD_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version D y
|
||
|
||
D_VARLOSE_W = 26, // Version Lose width
|
||
D_VARLOSE_H = 18, // Version Lose height
|
||
D_VARLOSE_X = D_VARD_X + D_VARD_W, // Version Lose x
|
||
D_VARLOSE_Y = D_SCEN_Y + D_SCEN_H + D_MARGIN, // Version Lose y
|
||
|
||
D_EAST_W = 100, // EAST width
|
||
D_EAST_H = 18, // EAST height
|
||
D_EAST_X = D_DIALOG_CX - D_EAST_W - 5, // EAST x
|
||
D_EAST_Y = D_VARLOSE_Y + D_VARLOSE_H + D_MARGIN,// EAST y
|
||
|
||
D_WEST_W = 100, // WEST width
|
||
D_WEST_H = 18, // WEST height
|
||
D_WEST_X = D_DIALOG_CX + 5, // WEST x
|
||
D_WEST_Y = D_VARLOSE_Y + D_VARLOSE_H + D_MARGIN,// EAST y
|
||
|
||
D_GDI_W = 140, // GDI width
|
||
D_GDI_H = 18, // GDI height
|
||
D_GDI_X = D_DIALOG_CX - (D_GDI_W / 2), // GDI x
|
||
D_GDI_Y = D_EAST_Y + D_EAST_H + D_MARGIN, // GDI y
|
||
|
||
D_NOD_W = 140, // NOD width
|
||
D_NOD_H = 18, // NOD height
|
||
D_NOD_X = D_DIALOG_CX - (D_NOD_W / 2), // NOD x
|
||
D_NOD_Y = D_GDI_Y + D_GDI_H, // NOD y
|
||
|
||
D_NEU_W = 140, // Neutral width
|
||
D_NEU_H = 18, // Neutral height
|
||
D_NEU_X = D_DIALOG_CX - (D_NOD_W / 2), // Neutral x
|
||
D_NEU_Y = D_NOD_Y + D_NOD_H, // Neutral y
|
||
|
||
D_MPLAYER_W = 140, // Multi-Player width
|
||
D_MPLAYER_H = 18, // Multi-Player height
|
||
D_MPLAYER_X = D_DIALOG_CX - (D_MPLAYER_W / 2), // Multi-Player x
|
||
D_MPLAYER_Y = D_NEU_Y + D_NEU_H, // Multi-Player y
|
||
|
||
D_OK_W = 90, // OK width
|
||
D_OK_H = 18, // OK height
|
||
D_OK_X = D_DIALOG_CX - D_OK_W - 5, // OK x
|
||
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - D_MARGIN, // OK y
|
||
|
||
D_CANCEL_W = 90, // Cancel width
|
||
D_CANCEL_H = 18, // Cancel height
|
||
D_CANCEL_X = D_DIALOG_CX + 5, // Cancel x
|
||
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - D_MARGIN, // Cancel y
|
||
|
||
};
|
||
/*........................................................................
|
||
Button enumerations
|
||
........................................................................*/
|
||
enum {
|
||
BUTTON_GDI=100,
|
||
BUTTON_NOD,
|
||
BUTTON_NEUTRAL,
|
||
BUTTON_MPLAYER,
|
||
BUTTON_EAST,
|
||
BUTTON_WEST,
|
||
BUTTON_OK,
|
||
BUTTON_CANCEL,
|
||
BUTTON_SCENARIO,
|
||
BUTTON_VAR_A,
|
||
BUTTON_VAR_B,
|
||
BUTTON_VAR_C,
|
||
BUTTON_VAR_D,
|
||
BUTTON_VAR_L,
|
||
};
|
||
/*........................................................................
|
||
Redraw values: in order from "top" to "bottom" layer of the dialog
|
||
........................................................................*/
|
||
typedef enum {
|
||
REDRAW_NONE = 0,
|
||
REDRAW_BUTTONS,
|
||
REDRAW_BACKGROUND,
|
||
REDRAW_ALL = REDRAW_BACKGROUND
|
||
} RedrawType;
|
||
/*........................................................................
|
||
Dialog variables
|
||
........................................................................*/
|
||
RedrawType display; // requested redraw level
|
||
bool process; // loop while true
|
||
KeyNumType input;
|
||
bool cancel = false; // true = user cancels
|
||
/*........................................................................
|
||
Other Variables
|
||
........................................................................*/
|
||
char scen_buf[10]={0}; // buffer for editing scenario #
|
||
/*........................................................................
|
||
Buttons
|
||
........................................................................*/
|
||
ControlClass *commands = NULL; // the button list
|
||
|
||
EditClass editbtn (BUTTON_SCENARIO,
|
||
scen_buf, 5,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_SCEN_X, D_SCEN_Y, D_SCEN_W, D_SCEN_H, EditClass::NUMERIC);
|
||
|
||
TextButtonClass varabtn (BUTTON_VAR_A, "A",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_VARA_X, D_VARA_Y, D_VARA_W, D_VARA_H);
|
||
|
||
TextButtonClass varbbtn (BUTTON_VAR_B, "B",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_VARB_X, D_VARB_Y, D_VARB_W, D_VARB_H);
|
||
|
||
TextButtonClass varcbtn (BUTTON_VAR_C, "C",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_VARC_X, D_VARC_Y, D_VARC_W, D_VARC_H);
|
||
|
||
TextButtonClass vardbtn (BUTTON_VAR_D, "D",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_VARD_X, D_VARD_Y, D_VARD_W, D_VARD_H);
|
||
|
||
TextButtonClass varlbtn (BUTTON_VAR_L, "L",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_VARLOSE_X, D_VARLOSE_Y, D_VARLOSE_W, D_VARLOSE_H);
|
||
|
||
TextButtonClass gdibtn (BUTTON_GDI, "GDI",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_GDI_X, D_GDI_Y, D_GDI_W, D_GDI_H);
|
||
|
||
TextButtonClass nodbtn (BUTTON_NOD, "NOD",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_NOD_X, D_NOD_Y, D_NOD_W, D_NOD_H);
|
||
|
||
TextButtonClass playermbtn (BUTTON_MPLAYER, "Multi Player",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_MPLAYER_X, D_MPLAYER_Y, D_MPLAYER_W, D_MPLAYER_H);
|
||
|
||
TextButtonClass eastbtn (BUTTON_EAST, "East",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_EAST_X, D_EAST_Y, D_EAST_W, D_EAST_H);
|
||
|
||
TextButtonClass westbtn (BUTTON_WEST, "West",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_WEST_X, D_WEST_Y, D_WEST_W, D_WEST_H);
|
||
|
||
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
|
||
|
||
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
|
||
|
||
/*
|
||
------------------------------- Initialize -------------------------------
|
||
*/
|
||
Set_Logic_Page(SeenBuff);
|
||
|
||
sprintf(scen_buf,"%d",(*scen_nump)); // init edit buffer
|
||
editbtn.Set_Text(scen_buf,5);
|
||
|
||
varabtn.Turn_Off();
|
||
varbbtn.Turn_Off();
|
||
varcbtn.Turn_Off();
|
||
vardbtn.Turn_Off();
|
||
varlbtn.Turn_Off();
|
||
switch (*varp) {
|
||
case SCEN_VAR_A:
|
||
varabtn.Turn_On();
|
||
break;
|
||
|
||
case SCEN_VAR_B:
|
||
varbbtn.Turn_On();
|
||
break;
|
||
|
||
case SCEN_VAR_C:
|
||
varcbtn.Turn_On();
|
||
break;
|
||
|
||
case SCEN_VAR_D:
|
||
vardbtn.Turn_On();
|
||
break;
|
||
|
||
case SCEN_VAR_LOSE:
|
||
varlbtn.Turn_On();
|
||
break;
|
||
}
|
||
|
||
/*
|
||
......................... Create the button list .........................
|
||
*/
|
||
commands = &editbtn;
|
||
varabtn.Add_Tail(*commands);
|
||
varbbtn.Add_Tail(*commands);
|
||
varcbtn.Add_Tail(*commands);
|
||
vardbtn.Add_Tail(*commands);
|
||
varlbtn.Add_Tail(*commands);
|
||
if (multi) {
|
||
gdibtn.Add_Tail(*commands);
|
||
nodbtn.Add_Tail(*commands);
|
||
playermbtn.Add_Tail(*commands);
|
||
} else {
|
||
if ((*playerp) == SCEN_PLAYER_MPLAYER) {
|
||
playermbtn.Add_Tail(*commands);
|
||
} else {
|
||
gdibtn.Add_Tail(*commands);
|
||
nodbtn.Add_Tail(*commands);
|
||
}
|
||
}
|
||
eastbtn.Add_Tail(*commands);
|
||
westbtn.Add_Tail(*commands);
|
||
okbtn.Add_Tail(*commands);
|
||
cancelbtn.Add_Tail(*commands);
|
||
/*
|
||
......................... Init the button states .........................
|
||
*/
|
||
if ((*playerp) == SCEN_PLAYER_GDI) {
|
||
gdibtn.Turn_On();
|
||
nodbtn.Turn_Off();
|
||
playermbtn.Turn_Off();
|
||
} else {
|
||
if ((*playerp) == SCEN_PLAYER_NOD) {
|
||
gdibtn.Turn_Off();
|
||
nodbtn.Turn_On();
|
||
playermbtn.Turn_Off();
|
||
} else {
|
||
gdibtn.Turn_Off();
|
||
nodbtn.Turn_Off();
|
||
playermbtn.Turn_On();
|
||
}
|
||
}
|
||
|
||
if ((*dirp)==SCEN_DIR_EAST) {
|
||
eastbtn.Turn_On();
|
||
westbtn.Turn_Off();
|
||
} else {
|
||
eastbtn.Turn_Off();
|
||
westbtn.Turn_On();
|
||
}
|
||
|
||
/*
|
||
-------------------------- Main Processing Loop --------------------------
|
||
*/
|
||
display = REDRAW_ALL;
|
||
process = true;
|
||
while (process) {
|
||
/*
|
||
** If we have just received input focus again after running in the background then
|
||
** we need to redraw.
|
||
*/
|
||
if (AllSurfaces.SurfacesRestored){
|
||
AllSurfaces.SurfacesRestored=FALSE;
|
||
display=REDRAW_ALL;
|
||
}
|
||
|
||
/*
|
||
........................ Invoke game callback .........................
|
||
*/
|
||
Call_Back();
|
||
|
||
/*
|
||
...................... Refresh display if needed ......................
|
||
*/
|
||
if (display) {
|
||
|
||
/*
|
||
...................... Display the dialog box ......................
|
||
*/
|
||
Hide_Mouse();
|
||
if (display >= REDRAW_BACKGROUND) {
|
||
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
|
||
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
|
||
|
||
/*
|
||
....................... Draw the captions .......................
|
||
*/
|
||
Fancy_Text_Print(caption, D_DIALOG_CX, D_DIALOG_Y + D_MARGIN,
|
||
CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print("Scenario", D_DIALOG_CX - 5,
|
||
D_SCEN_Y, CC_GREEN, TBLACK,
|
||
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
}
|
||
|
||
/*
|
||
........................ Redraw the buttons ........................
|
||
*/
|
||
if (display >= REDRAW_BUTTONS) {
|
||
commands->Draw_All();
|
||
}
|
||
Show_Mouse();
|
||
display = REDRAW_NONE;
|
||
}
|
||
|
||
/*
|
||
........................... Get user input ............................
|
||
*/
|
||
input = commands->Input();
|
||
|
||
/*
|
||
............................ Process input ............................
|
||
*/
|
||
switch (input) {
|
||
case (BUTTON_VAR_A | KN_BUTTON):
|
||
(*varp) = SCEN_VAR_A;
|
||
varabtn.Turn_On();
|
||
varbbtn.Turn_Off();
|
||
varcbtn.Turn_Off();
|
||
vardbtn.Turn_Off();
|
||
varlbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_VAR_B | KN_BUTTON):
|
||
(*varp) = SCEN_VAR_B;
|
||
varabtn.Turn_Off();
|
||
varbbtn.Turn_On();
|
||
varcbtn.Turn_Off();
|
||
vardbtn.Turn_Off();
|
||
varlbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_VAR_C | KN_BUTTON):
|
||
(*varp) = SCEN_VAR_C;
|
||
varabtn.Turn_Off();
|
||
varbbtn.Turn_Off();
|
||
varcbtn.Turn_On();
|
||
vardbtn.Turn_Off();
|
||
varlbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_VAR_D | KN_BUTTON):
|
||
(*varp) = SCEN_VAR_D;
|
||
varabtn.Turn_Off();
|
||
varbbtn.Turn_Off();
|
||
varcbtn.Turn_Off();
|
||
vardbtn.Turn_On();
|
||
varlbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_VAR_L | KN_BUTTON):
|
||
(*varp) = SCEN_VAR_LOSE;
|
||
varabtn.Turn_Off();
|
||
varbbtn.Turn_Off();
|
||
varcbtn.Turn_Off();
|
||
vardbtn.Turn_Off();
|
||
varlbtn.Turn_On();
|
||
break;
|
||
|
||
case (BUTTON_EAST | KN_BUTTON):
|
||
(*dirp) = SCEN_DIR_EAST;
|
||
eastbtn.Turn_On();
|
||
westbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_WEST | KN_BUTTON):
|
||
(*dirp) = SCEN_DIR_WEST;
|
||
eastbtn.Turn_Off();
|
||
westbtn.Turn_On();
|
||
break;
|
||
|
||
case (BUTTON_GDI | KN_BUTTON):
|
||
(*playerp) = SCEN_PLAYER_GDI;
|
||
gdibtn.Turn_On();
|
||
nodbtn.Turn_Off();
|
||
playermbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_NOD | KN_BUTTON):
|
||
(*playerp) = SCEN_PLAYER_NOD;
|
||
gdibtn.Turn_Off();
|
||
nodbtn.Turn_On();
|
||
playermbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_MPLAYER | KN_BUTTON):
|
||
(*playerp) = SCEN_PLAYER_MPLAYER;
|
||
gdibtn.Turn_Off();
|
||
nodbtn.Turn_Off();
|
||
playermbtn.Turn_On();
|
||
break;
|
||
|
||
case (KN_RETURN):
|
||
case (BUTTON_OK | KN_BUTTON):
|
||
cancel = false;
|
||
process = false;
|
||
break;
|
||
|
||
case (KN_ESC):
|
||
case (BUTTON_CANCEL | KN_BUTTON):
|
||
cancel = true;
|
||
process = false;
|
||
break;
|
||
|
||
case (BUTTON_SCENARIO | KN_BUTTON):
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
--------------------------- Redraw the display ---------------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
|
||
/*
|
||
------------------------- If cancel, just return -------------------------
|
||
*/
|
||
if (cancel)
|
||
return(-1);
|
||
|
||
/*
|
||
------------------------ Save selections & return ------------------------
|
||
*/
|
||
(*scen_nump) = atoi(scen_buf);
|
||
|
||
return(0);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Size_Map -- lets user set size & location of map *
|
||
* *
|
||
* Lets the user select a side of the map and expand/shrink it to the *
|
||
* desired size, or move the whole map around the available map area. *
|
||
* *
|
||
* The entire available map area is displayed, but the map is limited such *
|
||
* that there's always one blank cell around the map; this lets objects *
|
||
* properly exit the screen, since they have a blank undisplayed cell to *
|
||
* exit onto. *
|
||
* *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
|
||
* <20> <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ Clear Terrain <20> *
|
||
* <20> <20> <20> Water <20> *
|
||
* <20> <20> <20> Tiberium <20> *
|
||
* <20> <20> <20> Rock/Wall/Road <20> *
|
||
* <20> <20> (Map Area) <20> GDI Unit <20> *
|
||
* <20> <20> <20> NOD Unit <20> *
|
||
* <20> <20> <20> Neutral Unit <20> *
|
||
* <20> <20> <20> Terrain Object <20> *
|
||
* <20> <20> <20> Starting Cell <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
|
||
* <20> <20> *
|
||
* <20> X Y Width Height <20> *
|
||
* <20> ## ## ## ## <20> *
|
||
* <20> <20> *
|
||
* <20> <20> *
|
||
* <20> [OK] [Cancel] <20> *
|
||
* <20> <20> *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
|
||
* *
|
||
* INPUT: *
|
||
* x,y,w,h: initial size parameters (-1 = center the thing) *
|
||
* *
|
||
* OUTPUT: *
|
||
* 0 = OK, -1 = cancel *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 10/21/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
int MapEditClass::Size_Map(int x, int y, int w, int h)
|
||
{
|
||
/*........................................................................
|
||
Dialog & button dimensions
|
||
........................................................................*/
|
||
enum {
|
||
D_DIALOG_W = 480, // dialog width
|
||
D_DIALOG_H = 280, // dialog height
|
||
D_DIALOG_X = ((640 - D_DIALOG_W) / 2), // centered x-coord
|
||
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2), // centered y-coord
|
||
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2), // coord of x-center
|
||
|
||
D_TXT8_H = 22, // ht of 8-pt text
|
||
D_MARGIN = 14, // margin width/height
|
||
|
||
D_BORD_X1 = D_DIALOG_X + (D_DIALOG_W / 2 - MAP_CELL_W) / 2,
|
||
D_BORD_Y1 = D_DIALOG_Y + 10,
|
||
D_BORD_X2 = D_BORD_X1 + MAP_CELL_W + 1,
|
||
D_BORD_Y2 = D_BORD_Y1 + MAP_CELL_H + 1,
|
||
|
||
D_OK_W = 90, // OK width
|
||
D_OK_H = 18, // OK height
|
||
D_OK_X = D_DIALOG_CX - D_OK_W - 5, // OK x
|
||
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - D_MARGIN, // OK y
|
||
|
||
D_CANCEL_W = 90, // Cancel width
|
||
D_CANCEL_H = 18, // Cancel height
|
||
D_CANCEL_X = D_DIALOG_CX + 5, // Cancel x
|
||
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - D_MARGIN, // Cancel y
|
||
|
||
};
|
||
/*........................................................................
|
||
Button enumerations:
|
||
........................................................................*/
|
||
enum {
|
||
BUTTON_OK=100,
|
||
BUTTON_CANCEL,
|
||
};
|
||
/*........................................................................
|
||
Redraw values: in order from "top" to "bottom" layer of the dialog
|
||
........................................................................*/
|
||
typedef enum {
|
||
REDRAW_NONE = 0,
|
||
REDRAW_MAP, // includes map interior & coord values
|
||
REDRAW_BACKGROUND, // includes box, map bord, key, coord labels, btns
|
||
REDRAW_ALL = REDRAW_BACKGROUND
|
||
} RedrawType;
|
||
/*........................................................................
|
||
Dialog variables:
|
||
........................................................................*/
|
||
bool process; // Loop while true
|
||
RedrawType display; // requested redraw level
|
||
bool cancel = false; // true = user cancels
|
||
KeyNumType input; // user input
|
||
int grabbed = 0; // 1=TLeft,2=TRight,3=BRight,4=BLeft
|
||
int map_x1; // map coords x1, pixel coords
|
||
int map_x2; // map coords x2, pixel coords
|
||
int map_y1; // map coords y1, pixel coords
|
||
int map_y2; // map coords y2, pixel coords
|
||
int delta1, delta2; // mouse-click proximity
|
||
int mx,my; // last-saved mouse coords
|
||
char txt[40];
|
||
int txt_x,txt_y; // for displaying text
|
||
unsigned index; // for drawing map symbology
|
||
CELL cell; // for drawing map symbology
|
||
int color; // for drawing map symbology
|
||
ObjectClass * occupier; // cell's occupier
|
||
/*........................................................................
|
||
Buttons
|
||
........................................................................*/
|
||
ControlClass *commands = NULL;
|
||
|
||
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
|
||
|
||
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
|
||
|
||
/*
|
||
------------------------------- Initialize -------------------------------
|
||
*/
|
||
Set_Logic_Page(SeenBuff);
|
||
|
||
/*........................................................................
|
||
Set up the actual map area relative to the map's border coords
|
||
........................................................................*/
|
||
if (x==-1) {
|
||
map_x1 = D_BORD_X1 + (MAP_CELL_W - w) / 2 + 1;
|
||
} else {
|
||
map_x1 = D_BORD_X1 + x + 1;
|
||
}
|
||
|
||
if (y==-1) {
|
||
map_y1 = D_BORD_Y1 + (MAP_CELL_H - h) / 2 + 1;
|
||
} else {
|
||
map_y1 = D_BORD_Y1 + y + 1;
|
||
}
|
||
|
||
map_x2 = map_x1 + w - 1;
|
||
map_y2 = map_y1 + h - 1;
|
||
|
||
/*
|
||
------------------------- Build the button list --------------------------
|
||
*/
|
||
commands = &okbtn;
|
||
cancelbtn.Add_Tail(*commands);
|
||
|
||
/*------------------------------------------------------------------------
|
||
Main processing loop
|
||
------------------------------------------------------------------------*/
|
||
display = REDRAW_ALL;
|
||
process = true;
|
||
while (process) {
|
||
|
||
/*
|
||
** If we have just received input focus again after running in the background then
|
||
** we need to redraw.
|
||
*/
|
||
if (AllSurfaces.SurfacesRestored){
|
||
AllSurfaces.SurfacesRestored=FALSE;
|
||
display=REDRAW_ALL;
|
||
}
|
||
|
||
/*
|
||
------------------------ Invoke game callback -------------------------
|
||
*/
|
||
Call_Back();
|
||
|
||
/*
|
||
---------------------- Refresh display if needed ----------------------
|
||
*/
|
||
if (display) {
|
||
Hide_Mouse();
|
||
/*------------------------------------------------------------------
|
||
Redraw the background, map border, key, and coord labels
|
||
------------------------------------------------------------------*/
|
||
if (display >= REDRAW_BACKGROUND) {
|
||
/*
|
||
.......................... Background ...........................
|
||
*/
|
||
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
|
||
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
|
||
|
||
/*
|
||
..................... Draw the map border .......................
|
||
*/
|
||
LogicPage->Lock();
|
||
LogicPage->Draw_Rect(D_BORD_X1, D_BORD_Y1, D_BORD_X2, D_BORD_Y2, CC_GREEN_SHADOW);
|
||
for (index = D_BORD_X1; index < D_BORD_X2;
|
||
index += (320/ICON_PIXEL_W)) {
|
||
LogicPage->Put_Pixel(index, D_BORD_Y1-1, CC_GREEN_SHADOW);
|
||
LogicPage->Put_Pixel(index, D_BORD_Y2+1, CC_GREEN_SHADOW);
|
||
}
|
||
for (index = D_BORD_Y1; index < D_BORD_Y2-8;
|
||
index += (200/ICON_PIXEL_H)) {
|
||
LogicPage->Put_Pixel(D_BORD_X1-1, index, CC_GREEN_SHADOW);
|
||
LogicPage->Put_Pixel(D_BORD_X2+1, index, CC_GREEN_SHADOW);
|
||
}
|
||
|
||
/*...............................................................
|
||
Draw the map "key"
|
||
...............................................................*/
|
||
txt_x = D_DIALOG_CX;
|
||
txt_y = D_DIALOG_Y + 8;
|
||
Fancy_Text_Print("Clear Terrain", txt_x, txt_y, LTGREY, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
|
||
txt_y += 16;
|
||
Fancy_Text_Print("Water", txt_x, txt_y, BLUE, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
|
||
txt_y += 16;
|
||
Fancy_Text_Print("Tiberium", txt_x, txt_y, GREY, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
|
||
txt_y += 16;
|
||
Fancy_Text_Print("Rock/Wall/Road", txt_x, txt_y, BROWN, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
|
||
txt_y += 16;
|
||
Fancy_Text_Print("GDI Unit", txt_x, txt_y, YELLOW, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
|
||
txt_y += 16;
|
||
Fancy_Text_Print("Nod Unit", txt_x, txt_y, RED, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
|
||
txt_y += 16;
|
||
Fancy_Text_Print("Neutral Unit", txt_x, txt_y, PURPLE, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
|
||
txt_y += 16;
|
||
Fancy_Text_Print("Terrain Object", txt_x, txt_y, DKGREEN, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
|
||
txt_y += 16;
|
||
Fancy_Text_Print("Starting Cell", txt_x, txt_y, WHITE, TBLACK, TPF_DROPSHADOW | TPF_6POINT);
|
||
/*
|
||
.................. Draw the coordinate labels ...................
|
||
*/
|
||
txt_x = D_DIALOG_X + D_DIALOG_W / 8;
|
||
txt_y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - 10 - 33;
|
||
Fancy_Text_Print("X", txt_x, txt_y, CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
txt_x += (D_DIALOG_W - 20) / 4;
|
||
Fancy_Text_Print("Y", txt_x, txt_y, CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
txt_x += (D_DIALOG_W - 20) / 4;
|
||
Fancy_Text_Print("Width", txt_x, txt_y, CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
txt_x += (D_DIALOG_W - 20) / 4;
|
||
Fancy_Text_Print("Height", txt_x, txt_y, CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
LogicPage->Unlock();
|
||
|
||
/*
|
||
...................... Redraw the buttons .......................
|
||
*/
|
||
commands->Flag_List_To_Redraw();
|
||
|
||
}
|
||
|
||
/*------------------------------------------------------------------
|
||
Redraw the map symbology & location
|
||
------------------------------------------------------------------*/
|
||
if (display >= REDRAW_MAP) {
|
||
|
||
LogicPage->Lock();
|
||
|
||
/*
|
||
.................... Erase the map interior .....................
|
||
*/
|
||
LogicPage->Fill_Rect(D_BORD_X1 + 1, D_BORD_Y1 + 1, D_BORD_X2 - 1, D_BORD_Y2 - 1, BLACK);
|
||
|
||
/*...............................................................
|
||
Draw Land map symbols (use color according to Ground[] array).
|
||
...............................................................*/
|
||
for (cell=0; cell < MAP_CELL_TOTAL; cell++) {
|
||
occupier = (*this)[cell].Cell_Occupier();
|
||
if (occupier == NULL) {
|
||
color = Ground[(*this)[cell].Land_Type()].Color;
|
||
LogicPage->Put_Pixel(D_BORD_X1 + Cell_X(cell) + 1, D_BORD_Y1 + Cell_Y(cell) + 1, color);
|
||
}
|
||
}
|
||
|
||
LogicPage->Unlock();
|
||
|
||
/*
|
||
................. Draw the actual map location ..................
|
||
*/
|
||
LogicPage->Draw_Rect(map_x1, map_y1, map_x2, map_y2, WHITE);
|
||
switch (grabbed) {
|
||
case 1:
|
||
LogicPage->Draw_Line(map_x1, map_y1, map_x1 + 5, map_y1, BLUE);
|
||
LogicPage->Draw_Line(map_x1, map_y1, map_x1, map_y1 + 5, BLUE);
|
||
break;
|
||
|
||
case 2:
|
||
LogicPage->Draw_Line(map_x2, map_y1, map_x2 - 5, map_y1, BLUE);
|
||
LogicPage->Draw_Line(map_x2, map_y1, map_x2, map_y1 + 5, BLUE);
|
||
break;
|
||
|
||
case 3:
|
||
LogicPage->Draw_Line(map_x2, map_y2, map_x2 - 5, map_y2, BLUE);
|
||
LogicPage->Draw_Line(map_x2, map_y2, map_x2, map_y2 - 5, BLUE);
|
||
break;
|
||
|
||
case 4:
|
||
LogicPage->Draw_Line(map_x1, map_y2, map_x1 + 5, map_y2, BLUE);
|
||
LogicPage->Draw_Line(map_x1, map_y2, map_x1, map_y2 - 5, BLUE);
|
||
break;
|
||
|
||
case 5:
|
||
LogicPage->Draw_Rect(map_x1, map_y1, map_x2, map_y2, BLUE);
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
|
||
/*...............................................................
|
||
Draw Unit map symbols (Use the radar map color according to
|
||
that specified in the house type class object.
|
||
DKGREEN = terrain object
|
||
...............................................................*/
|
||
for (cell=0; cell < MAP_CELL_TOTAL; cell++) {
|
||
occupier = (*this)[cell].Cell_Occupier();
|
||
if (occupier) {
|
||
color = DKGREEN;
|
||
if (occupier && occupier->Owner() != HOUSE_NONE) {
|
||
color = HouseClass::As_Pointer(occupier->Owner())->Class->Color;
|
||
}
|
||
LogicPage->Put_Pixel(D_BORD_X1 + Cell_X(cell) + 1, D_BORD_Y1 + Cell_Y(cell) + 1, color);
|
||
}
|
||
}
|
||
|
||
/*
|
||
...................... Draw Home location .......................
|
||
*/
|
||
LogicPage->Put_Pixel(D_BORD_X1 + Cell_X(Waypoint[WAYPT_HOME]) + 1, D_BORD_Y1 + Cell_Y(Waypoint[WAYPT_HOME]) + 1, WHITE);
|
||
|
||
/*
|
||
..................... Erase old coordinates .....................
|
||
*/
|
||
LogicPage->Fill_Rect( D_DIALOG_X + 7,
|
||
D_DIALOG_Y + D_DIALOG_H - D_OK_H - 10 - 22,
|
||
D_DIALOG_X + D_DIALOG_W - 7,
|
||
D_DIALOG_Y + D_DIALOG_H - D_OK_H - 10 - 22 + 10, BLACK);
|
||
|
||
/*
|
||
..................... Draw the coordinates ......................
|
||
*/
|
||
txt_x = D_DIALOG_X + D_DIALOG_W / 8;
|
||
txt_y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - 10 - 22;
|
||
sprintf(txt,"%d",map_x1 - D_BORD_X1 - 1);
|
||
Fancy_Text_Print(txt, txt_x, txt_y, CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
txt_x += (D_DIALOG_W - 20) / 4;
|
||
sprintf(txt,"%d",map_y1 - D_BORD_Y1 - 1);
|
||
Fancy_Text_Print(txt, txt_x, txt_y, CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
txt_x += (D_DIALOG_W - 20) / 4;
|
||
sprintf(txt,"%d",map_x2 - map_x1 + 1);
|
||
Fancy_Text_Print(txt, txt_x, txt_y, CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
txt_x += (D_DIALOG_W - 20) / 4;
|
||
sprintf(txt,"%d",map_y2 - map_y1 + 1);
|
||
Fancy_Text_Print(txt, txt_x, txt_y, CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
}
|
||
|
||
Show_Mouse();
|
||
display = REDRAW_NONE;
|
||
}
|
||
|
||
/*
|
||
------------------------- Process user input --------------------------
|
||
*/
|
||
input = commands->Input();
|
||
/*.....................................................................
|
||
Normal button processing: This is done when the mouse button is NOT
|
||
being held down ('grabbed' is 0).
|
||
.....................................................................*/
|
||
if (grabbed == 0) {
|
||
switch (input) {
|
||
case (KN_RETURN):
|
||
case (BUTTON_OK | KN_BUTTON):
|
||
cancel = false;
|
||
process = false;
|
||
break;
|
||
|
||
case (KN_ESC):
|
||
case (BUTTON_CANCEL | KN_BUTTON):
|
||
cancel = true;
|
||
process = false;
|
||
break;
|
||
|
||
case KN_LMOUSE:
|
||
/*
|
||
....................... Grab top left ........................
|
||
*/
|
||
delta1 = abs(_Kbd->MouseQX - map_x1);
|
||
delta2 = abs(_Kbd->MouseQY - map_y1);
|
||
if (delta1 < 3 && delta2 < 3) {
|
||
grabbed = 1;
|
||
mx = _Kbd->MouseQX;
|
||
my = _Kbd->MouseQY;
|
||
display = REDRAW_MAP;
|
||
break;
|
||
}
|
||
/*
|
||
...................... Grab top right ........................
|
||
*/
|
||
delta1 = abs(_Kbd->MouseQX - map_x2);
|
||
delta2 = abs(_Kbd->MouseQY - map_y1);
|
||
if (delta1 < 3 && delta2 < 3) {
|
||
grabbed = 2;
|
||
mx = _Kbd->MouseQX;
|
||
my = _Kbd->MouseQY;
|
||
display = REDRAW_MAP;
|
||
break;
|
||
}
|
||
/*
|
||
..................... Grab bottom right ......................
|
||
*/
|
||
delta1 = abs(_Kbd->MouseQX - map_x2);
|
||
delta2 = abs(_Kbd->MouseQY - map_y2);
|
||
if (delta1 < 3 && delta2 < 3) {
|
||
grabbed = 3;
|
||
mx = _Kbd->MouseQX;
|
||
my = _Kbd->MouseQY;
|
||
display = REDRAW_MAP;
|
||
break;
|
||
}
|
||
/*
|
||
..................... Grab bottom left .......................
|
||
*/
|
||
delta1 = abs(_Kbd->MouseQX - map_x1);
|
||
delta2 = abs(_Kbd->MouseQY - map_y2);
|
||
if (delta1 < 3 && delta2 < 3) {
|
||
grabbed = 4;
|
||
mx = _Kbd->MouseQX;
|
||
my = _Kbd->MouseQY;
|
||
display = REDRAW_MAP;
|
||
break;
|
||
}
|
||
/*
|
||
..................... Grab the whole map .....................
|
||
*/
|
||
delta1 = abs(_Kbd->MouseQX - ((map_x1 + map_x2) / 2));
|
||
delta2 = abs(_Kbd->MouseQY - ((map_y1 + map_y2) / 2));
|
||
if (delta1 < (map_x2 - map_x1) / 4 &&
|
||
delta2 < (map_y2 - map_y1) / 4) {
|
||
grabbed = 5;
|
||
mx = _Kbd->MouseQX;
|
||
my = _Kbd->MouseQY;
|
||
display = REDRAW_MAP;
|
||
}
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
} else {
|
||
/*.....................................................................
|
||
Mouse motion processing: This is done while the left mouse button IS
|
||
being held down.
|
||
- First, check for the button release; if detected, un-grab
|
||
- Then, handle mouse motion. WWLIB doesn't pass through a KN_MOUSE_MOVE
|
||
value while the button is being held down, so this case must be
|
||
trapped as a default.
|
||
.....................................................................*/
|
||
switch (input) {
|
||
case ((int)KN_LMOUSE | (int)KN_RLSE_BIT):
|
||
grabbed = 0;
|
||
display = REDRAW_MAP;
|
||
break;
|
||
|
||
default:
|
||
delta1 = Get_Mouse_X() - mx;
|
||
delta2 = Get_Mouse_Y() - my;
|
||
if (delta1==0 && delta2==0) {
|
||
break;
|
||
}
|
||
|
||
/*
|
||
....................... Move top left ........................
|
||
*/
|
||
if (grabbed==1) {
|
||
map_x1 += delta1;
|
||
if (map_x1 > map_x2 - 2) {
|
||
map_x1 = map_x2 - 2;
|
||
} else {
|
||
if (map_x1 < D_BORD_X1 + 2) {
|
||
map_x1 = D_BORD_X1 + 2;
|
||
}
|
||
}
|
||
|
||
map_y1 += delta2;
|
||
if (map_y1 > map_y2 - 2) {
|
||
map_y1 = map_y2 - 2;
|
||
} else {
|
||
if (map_y1 < D_BORD_Y1 + 2) {
|
||
map_y1 = D_BORD_Y1 + 2;
|
||
}
|
||
}
|
||
display = REDRAW_MAP;
|
||
mx = Get_Mouse_X();
|
||
my = Get_Mouse_Y();
|
||
}
|
||
|
||
/*
|
||
....................... Move top right .......................
|
||
*/
|
||
if (grabbed==2) {
|
||
map_x2 += delta1;
|
||
if (map_x2 < map_x1 + 2) {
|
||
map_x2 = map_x1 + 2;
|
||
} else {
|
||
if (map_x2 > D_BORD_X2 - 2) {
|
||
map_x2 = D_BORD_X2 - 2;
|
||
}
|
||
}
|
||
|
||
map_y1 += delta2;
|
||
if (map_y1 > map_y2 - 2) {
|
||
map_y1 = map_y2 - 2;
|
||
} else {
|
||
if (map_y1 < D_BORD_Y1 + 2) {
|
||
map_y1 = D_BORD_Y1 + 2;
|
||
}
|
||
}
|
||
display = REDRAW_MAP;
|
||
mx = Get_Mouse_X();
|
||
my = Get_Mouse_Y();
|
||
}
|
||
|
||
/*
|
||
..................... Move bottom right ......................
|
||
*/
|
||
if (grabbed==3) {
|
||
map_x2 += delta1;
|
||
if (map_x2 < map_x1 + 2) {
|
||
map_x2 = map_x1 + 2;
|
||
} else {
|
||
if (map_x2 > D_BORD_X2 - 2) {
|
||
map_x2 = D_BORD_X2 - 2;
|
||
}
|
||
}
|
||
|
||
map_y2 += delta2;
|
||
if (map_y2 < map_y1 + 2) {
|
||
map_y2 = map_y1 + 2;
|
||
} else {
|
||
if (map_y2 > D_BORD_Y2 - 2) {
|
||
map_y2 = D_BORD_Y2 - 2;
|
||
}
|
||
}
|
||
display = REDRAW_MAP;
|
||
mx = Get_Mouse_X();
|
||
my = Get_Mouse_Y();
|
||
}
|
||
|
||
/*
|
||
...................... Move bottom left ......................
|
||
*/
|
||
if (grabbed==4) {
|
||
map_x1 += delta1;
|
||
if (map_x1 > map_x2 - 2) {
|
||
map_x1 = map_x2 - 2;
|
||
} else {
|
||
if (map_x1 < D_BORD_X1 + 2) {
|
||
map_x1 = D_BORD_X1 + 2;
|
||
}
|
||
}
|
||
|
||
map_y2 += delta2;
|
||
if (map_y2 < map_y1 + 2) {
|
||
map_y2 = map_y1 + 2;
|
||
} else {
|
||
if (map_y2 > D_BORD_Y2 - 2) {
|
||
map_y2 = D_BORD_Y2 - 2;
|
||
}
|
||
}
|
||
display = REDRAW_MAP;
|
||
mx = Get_Mouse_X();
|
||
my = Get_Mouse_Y();
|
||
}
|
||
|
||
/*
|
||
....................... Move whole map .......................
|
||
*/
|
||
if (grabbed==5) {
|
||
if (map_x1 + delta1 > D_BORD_X1 + 1 && map_x2 + delta1 < D_BORD_X2 - 1) {
|
||
map_x1 += delta1;
|
||
map_x2 += delta1;
|
||
}
|
||
|
||
if (map_y1 + delta2 > D_BORD_Y1 + 1 && map_y2 + delta2 < D_BORD_Y2 - 1) {
|
||
map_y1 += delta2;
|
||
map_y2 += delta2;
|
||
}
|
||
display = REDRAW_MAP;
|
||
mx = Get_Mouse_X();
|
||
my = Get_Mouse_Y();
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
--------------------------- Redraw the display ---------------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
|
||
/*
|
||
------------------------- If cancel, just return -------------------------
|
||
*/
|
||
if (cancel) {
|
||
return(-1);
|
||
}
|
||
|
||
/*
|
||
---------------------------- Save selections -----------------------------
|
||
*/
|
||
MapCellX = map_x1 - D_BORD_X1 - 1;
|
||
MapCellY = map_y1 - D_BORD_Y1 - 1;
|
||
MapCellWidth = map_x2 - map_x1 + 1;
|
||
MapCellHeight = map_y2 - map_y1 + 1;
|
||
|
||
/*
|
||
--------------------- Clip Home Cell to new map size ---------------------
|
||
*/
|
||
if (Cell_X(Waypoint[WAYPT_HOME]) < MapCellX) {
|
||
Waypoint[WAYPT_HOME] = XY_Cell(MapCellX, Cell_Y(Waypoint[WAYPT_HOME]));
|
||
}
|
||
|
||
if (Cell_X(Waypoint[WAYPT_HOME]) > MapCellX + MapCellWidth - 1) {
|
||
Waypoint[WAYPT_HOME] = XY_Cell(MapCellX + MapCellWidth - 1, Cell_Y(Waypoint[WAYPT_HOME]));
|
||
}
|
||
|
||
if (Cell_Y(Waypoint[WAYPT_HOME]) < MapCellY) {
|
||
Waypoint[WAYPT_HOME] = XY_Cell(Cell_X(Waypoint[WAYPT_HOME]), MapCellY);
|
||
}
|
||
|
||
if (Cell_Y(Waypoint[WAYPT_HOME]) > MapCellY + MapCellHeight - 1) {
|
||
Waypoint[WAYPT_HOME] = XY_Cell(Cell_X(Waypoint[WAYPT_HOME]), MapCellY + MapCellHeight - 1);
|
||
}
|
||
|
||
return(0);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Scenario_Dialog -- scenario global parameters dialog *
|
||
* *
|
||
* Lets the user edit the Theater, starting credits for houses, and the *
|
||
* Edge for HOUSE_GOOD & HOUSE_BAD. *
|
||
* *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
|
||
* <20> Theater Credits / 1000 <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
|
||
* <20> <20> Temperate <20> GDI: _____ <20> *
|
||
* <20> <20> Desert <20> NOD: _____ <20> *
|
||
* <20> <20> Jungle <20> Neutral: _____ <20> *
|
||
* <20> <20> <20> <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
|
||
* <20> Build Level:___ <20> *
|
||
* <20> <20> *
|
||
* <20> Reinforcements <20> *
|
||
* <20> <20> *
|
||
* <20> GDI NOD <20> *
|
||
* <20> <20> *
|
||
* <20> <20> *
|
||
* <20> <- -> <- -> <20> *
|
||
* <20> <20> *
|
||
* <20> <20> *
|
||
* <20> <20> *
|
||
* <20> [OK] [Cancel] <20> *
|
||
* <20> <20> *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* 0 = OK, -1 = cancel *
|
||
* *
|
||
* WARNINGS: *
|
||
* Uses HIDBUFF. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/14/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
int MapEditClass::Scenario_Dialog(void)
|
||
{
|
||
/*........................................................................
|
||
Dialog & button dimensions
|
||
........................................................................*/
|
||
enum {
|
||
D_DIALOG_W = 544,
|
||
D_DIALOG_H = 320,
|
||
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
|
||
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
|
||
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
|
||
|
||
D_TXT8_H = 22,
|
||
D_MARGIN = 14,
|
||
|
||
D_THEATER_W = 200,
|
||
D_THEATER_H = 68,
|
||
D_THEATER_X = D_DIALOG_X + D_MARGIN,
|
||
D_THEATER_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
|
||
|
||
D_LEVEL_W = 80,
|
||
D_LEVEL_H = 18,
|
||
D_LEVEL_X = D_THEATER_X + D_THEATER_W - D_LEVEL_W,
|
||
D_LEVEL_Y = D_THEATER_Y + D_THEATER_H + D_MARGIN,
|
||
|
||
D_GDICRED_W = 120,
|
||
D_GDICRED_H = 18,
|
||
D_GDICRED_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_GDICRED_W,
|
||
D_GDICRED_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
|
||
|
||
D_NODCRED_W = 120,
|
||
D_NODCRED_H = 18,
|
||
D_NODCRED_X = D_GDICRED_X,
|
||
D_NODCRED_Y = D_GDICRED_Y + D_GDICRED_H,
|
||
|
||
D_NEUTCRED_W = 120,
|
||
D_NEUTCRED_H = 18,
|
||
D_NEUTCRED_X = D_GDICRED_X,
|
||
D_NEUTCRED_Y = D_NODCRED_Y + D_NODCRED_H,
|
||
|
||
D_GDIN_W = 26,
|
||
D_GDIN_H = 18,
|
||
D_GDIN_X = D_DIALOG_CX - 5 - D_GDIN_W * 2,
|
||
D_GDIN_Y = D_LEVEL_Y + D_LEVEL_H + D_MARGIN + D_TXT8_H + D_MARGIN + D_TXT8_H,
|
||
|
||
D_GDIS_W = 26,
|
||
D_GDIS_H = 18,
|
||
D_GDIS_X = D_GDIN_X,
|
||
D_GDIS_Y = D_GDIN_Y + D_GDIN_H * 2,
|
||
|
||
D_GDIW_W = 26,
|
||
D_GDIW_H = 18,
|
||
D_GDIW_X = D_DIALOG_CX - 5 - D_GDIN_W * 3,
|
||
D_GDIW_Y = D_GDIN_Y + D_GDIN_H,
|
||
|
||
D_GDIE_W = 26,
|
||
D_GDIE_H = 18,
|
||
D_GDIE_X = D_DIALOG_CX - 5 - D_GDIN_W,
|
||
D_GDIE_Y = D_GDIN_Y + D_GDIN_H,
|
||
|
||
D_NODN_W = 26,
|
||
D_NODN_H = 18,
|
||
D_NODN_X = D_DIALOG_CX + 5 + D_NODN_W,
|
||
D_NODN_Y = D_LEVEL_Y + D_LEVEL_H + D_MARGIN + D_TXT8_H + D_MARGIN + D_TXT8_H,
|
||
|
||
D_NODS_W = 26,
|
||
D_NODS_H = 18,
|
||
D_NODS_X = D_NODN_X,
|
||
D_NODS_Y = D_NODN_Y + D_NODN_H * 2,
|
||
|
||
D_NODW_W = 26,
|
||
D_NODW_H = 18,
|
||
D_NODW_X = D_DIALOG_CX + 5,
|
||
D_NODW_Y = D_NODN_Y + D_NODN_H,
|
||
|
||
D_NODE_W = 26,
|
||
D_NODE_H = 18,
|
||
D_NODE_X = D_DIALOG_CX + 5 + D_NODN_W * 2,
|
||
D_NODE_Y = D_NODN_Y + D_NODN_H,
|
||
|
||
D_OK_W = 90,
|
||
D_OK_H = 18,
|
||
D_OK_X = D_DIALOG_CX - D_OK_W - 5,
|
||
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_OK_H - D_MARGIN,
|
||
|
||
D_CANCEL_W = 90,
|
||
D_CANCEL_H = 18,
|
||
D_CANCEL_X = D_DIALOG_CX + 5,
|
||
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_CANCEL_H - D_MARGIN,
|
||
};
|
||
/*........................................................................
|
||
Button enumerations:
|
||
........................................................................*/
|
||
enum {
|
||
LIST_THEATER=100,
|
||
TEDIT_LEVEL,
|
||
TEDIT_GDICRED,
|
||
TEDIT_NODCRED,
|
||
TEDIT_NEUTCRED,
|
||
BUTTON_GDI_N,
|
||
BUTTON_GDI_E,
|
||
BUTTON_GDI_S,
|
||
BUTTON_GDI_W,
|
||
BUTTON_NOD_N,
|
||
BUTTON_NOD_E,
|
||
BUTTON_NOD_S,
|
||
BUTTON_NOD_W,
|
||
BUTTON_OK,
|
||
BUTTON_CANCEL,
|
||
};
|
||
/*........................................................................
|
||
Redraw values: in order from "top" to "bottom" layer of the dialog
|
||
........................................................................*/
|
||
typedef enum {
|
||
REDRAW_NONE = 0,
|
||
REDRAW_BUTTONS, // includes map interior & coord values
|
||
REDRAW_BACKGROUND, // includes box, map bord, key, coord labels, btns
|
||
REDRAW_ALL = REDRAW_BACKGROUND
|
||
} RedrawType;
|
||
/*........................................................................
|
||
Dialog variables:
|
||
........................................................................*/
|
||
KeyNumType input; // input from user
|
||
bool process; // loop while true
|
||
RedrawType display; // true = re-draw everything
|
||
bool cancel = false; // true = user cancels
|
||
/*
|
||
.......................... Scenario parameters ...........................
|
||
*/
|
||
TheaterType theater; // DisplayClass::Theater
|
||
TheaterType orig_theater; // original theater
|
||
long gdi_credits; // HouseClass::As_Pointer(HouseType)->Credits
|
||
long nod_credits; // HouseClass::As_Pointer(HouseType)->Credits
|
||
long neut_credits; // HouseClass::As_Pointer(HouseType)->Credits
|
||
SourceType gdi_edge; // HouseClass::As_Pointer(HouseType)->Edge
|
||
SourceType nod_edge; // HouseClass::As_Pointer(HouseType)->Edge
|
||
char level_buf[10] = {0};
|
||
char gdicred_buf[10] = {0};
|
||
char nodcred_buf[10] = {0};
|
||
char neutcred_buf[10] = {0};
|
||
/*
|
||
....................... Theater-changing variables .......................
|
||
*/
|
||
unsigned char theater_mask; // template/terrain mask
|
||
TerrainClass * terrain; // cell's terrain pointer
|
||
CELL i; // loop counter
|
||
/*........................................................................
|
||
Buttons
|
||
........................................................................*/
|
||
ControlClass *commands = NULL; // the button list
|
||
ListClass theaterbtn (LIST_THEATER,
|
||
D_THEATER_X, D_THEATER_Y, D_THEATER_W, D_THEATER_H,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
Hires_Retrieve("BTN-UP.SHP"),
|
||
Hires_Retrieve("BTN-DN.SHP"));
|
||
|
||
EditClass leveledt (TEDIT_GDICRED, level_buf, 4,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_LEVEL_X, D_LEVEL_Y, D_LEVEL_W, D_LEVEL_H, EditClass::NUMERIC);
|
||
|
||
EditClass gdicred (TEDIT_GDICRED, gdicred_buf, 8,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_GDICRED_X, D_GDICRED_Y, D_GDICRED_W, D_GDICRED_H, EditClass::NUMERIC);
|
||
|
||
EditClass nodcred (TEDIT_NODCRED, nodcred_buf, 8,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_NODCRED_X, D_NODCRED_Y, D_NODCRED_W, D_NODCRED_H, EditClass::NUMERIC);
|
||
|
||
EditClass neutcred (TEDIT_NEUTCRED, neutcred_buf, 8,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_NEUTCRED_X, D_NEUTCRED_Y, D_NEUTCRED_W, D_NEUTCRED_H, EditClass::NUMERIC);
|
||
|
||
TextButtonClass gdinbtn (BUTTON_GDI_N, TXT_UP,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_GDIN_X, D_GDIN_Y, D_GDIN_W, D_GDIN_H);
|
||
|
||
TextButtonClass gdiebtn (BUTTON_GDI_E, TXT_RIGHT,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_GDIE_X, D_GDIE_Y, D_GDIE_W, D_GDIE_H);
|
||
|
||
TextButtonClass gdisbtn (BUTTON_GDI_S, TXT_DOWN,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_GDIS_X, D_GDIS_Y, D_GDIS_W, D_GDIS_H);
|
||
|
||
TextButtonClass gdiwbtn (BUTTON_GDI_W, TXT_LEFT,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_GDIW_X, D_GDIW_Y, D_GDIW_W, D_GDIW_H);
|
||
|
||
TextButtonClass nodnbtn (BUTTON_NOD_N, TXT_UP,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_NODN_X, D_NODN_Y, D_NODN_W, D_NODN_H);
|
||
|
||
TextButtonClass nodebtn (BUTTON_NOD_E, TXT_RIGHT,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_NODE_X, D_NODE_Y, D_NODE_W, D_NODE_H);
|
||
|
||
TextButtonClass nodsbtn (BUTTON_NOD_S, TXT_DOWN,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_NODS_X, D_NODS_Y, D_NODS_W, D_NODS_H);
|
||
|
||
TextButtonClass nodwbtn (BUTTON_NOD_W, TXT_LEFT,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_NODW_X, D_NODW_Y, D_NODW_W, D_NODW_H);
|
||
|
||
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
|
||
|
||
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
|
||
|
||
|
||
/*
|
||
------------------------------- Initialize -------------------------------
|
||
*/
|
||
Set_Logic_Page(SeenBuff);
|
||
|
||
/*
|
||
.......................... Fill in theater items .........................
|
||
*/
|
||
theaterbtn.Add_Item("Desert");
|
||
theaterbtn.Add_Item("Jungle");
|
||
theaterbtn.Add_Item("Temperate");
|
||
theaterbtn.Add_Item("Winter");
|
||
|
||
/*
|
||
............................ Init parameters .............................
|
||
*/
|
||
orig_theater = theater = Theater;
|
||
if (ScenPlayer != SCEN_PLAYER_MPLAYER) {
|
||
gdi_credits = HouseClass::As_Pointer(HOUSE_GOOD)->Credits / 1000L;
|
||
nod_credits = HouseClass::As_Pointer(HOUSE_BAD)->Credits / 1000L;
|
||
neut_credits = HouseClass::As_Pointer(HOUSE_NEUTRAL)->Credits / 1000L;
|
||
gdi_edge = HouseClass::As_Pointer(HOUSE_GOOD)->Edge;
|
||
nod_edge = HouseClass::As_Pointer(HOUSE_BAD)->Edge;
|
||
} else {
|
||
gdi_credits = 0;
|
||
nod_credits = 0;
|
||
neut_credits = 0;
|
||
gdi_edge = SOURCE_NONE;
|
||
nod_edge = SOURCE_NONE;
|
||
}
|
||
|
||
/*
|
||
............................ Create the list .............................
|
||
*/
|
||
commands = &theaterbtn;
|
||
leveledt.Add_Tail(*commands);
|
||
gdicred.Add_Tail(*commands);
|
||
nodcred.Add_Tail(*commands);
|
||
neutcred.Add_Tail(*commands);
|
||
gdinbtn.Add_Tail(*commands);
|
||
gdiebtn.Add_Tail(*commands);
|
||
gdisbtn.Add_Tail(*commands);
|
||
gdiwbtn.Add_Tail(*commands);
|
||
nodnbtn.Add_Tail(*commands);
|
||
nodebtn.Add_Tail(*commands);
|
||
nodsbtn.Add_Tail(*commands);
|
||
nodwbtn.Add_Tail(*commands);
|
||
okbtn.Add_Tail(*commands);
|
||
cancelbtn.Add_Tail(*commands);
|
||
|
||
/*
|
||
...................... Init GDI Edge button states .......................
|
||
*/
|
||
if (gdi_edge==SOURCE_NORTH) gdinbtn.Turn_On();
|
||
if (gdi_edge==SOURCE_EAST) gdiebtn.Turn_On();
|
||
if (gdi_edge==SOURCE_SOUTH) gdisbtn.Turn_On();
|
||
if (gdi_edge==SOURCE_WEST) gdiwbtn.Turn_On();
|
||
|
||
/*
|
||
...................... Init NOD Edge button states .......................
|
||
*/
|
||
if (nod_edge==SOURCE_NORTH) nodnbtn.Turn_On();
|
||
if (nod_edge==SOURCE_EAST) nodebtn.Turn_On();
|
||
if (nod_edge==SOURCE_SOUTH) nodsbtn.Turn_On();
|
||
if (nod_edge==SOURCE_WEST) nodwbtn.Turn_On();
|
||
|
||
/*
|
||
.......................... Init credits buffers ..........................
|
||
*/
|
||
sprintf(level_buf,"%ld",BuildLevel);
|
||
leveledt.Set_Text(level_buf,4);
|
||
|
||
sprintf(gdicred_buf,"%ld",gdi_credits);
|
||
gdicred.Set_Text(gdicred_buf,8);
|
||
|
||
sprintf(nodcred_buf,"%ld",nod_credits);
|
||
nodcred.Set_Text(nodcred_buf,8);
|
||
|
||
sprintf(neutcred_buf,"%ld",neut_credits);
|
||
neutcred.Set_Text(neutcred_buf,8);
|
||
|
||
theaterbtn.Set_Selected_Index(orig_theater - THEATER_NONE - 1);
|
||
|
||
/*
|
||
-------------------------- Main Processing Loop --------------------------
|
||
*/
|
||
display = REDRAW_ALL;
|
||
process = true;
|
||
while (process) {
|
||
|
||
/*
|
||
** If we have just received input focus again after running in the background then
|
||
** we need to redraw.
|
||
*/
|
||
if (AllSurfaces.SurfacesRestored){
|
||
AllSurfaces.SurfacesRestored=FALSE;
|
||
display=REDRAW_ALL;
|
||
}
|
||
|
||
/*
|
||
........................ Invoke game callback .........................
|
||
*/
|
||
Call_Back();
|
||
|
||
/*
|
||
...................... Refresh display if needed ......................
|
||
*/
|
||
if (display) {
|
||
Hide_Mouse();
|
||
if (display >= REDRAW_BACKGROUND) {
|
||
|
||
/*
|
||
..................... Draw the background .......................
|
||
*/
|
||
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
|
||
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
|
||
|
||
/*
|
||
....................... Draw the labels .........................
|
||
*/
|
||
Fancy_Text_Print("Theater", D_THEATER_X + D_THEATER_W / 2,
|
||
D_THEATER_Y - D_TXT8_H, CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print("Build Level", D_LEVEL_X, D_LEVEL_Y,
|
||
CC_GREEN, TBLACK,
|
||
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print("Credits/1000", D_GDICRED_X + D_GDICRED_W / 2,
|
||
D_GDICRED_Y - D_TXT8_H, CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print ("GDI", D_GDICRED_X - 5, D_GDICRED_Y,
|
||
CC_GREEN, TBLACK,
|
||
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print ("NOD", D_NODCRED_X - 5, D_NODCRED_Y,
|
||
CC_GREEN, TBLACK,
|
||
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print ("Neutral", D_NEUTCRED_X - 5, D_NEUTCRED_Y,
|
||
CC_GREEN, TBLACK,
|
||
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print ("Reinforcements", D_DIALOG_CX,
|
||
D_LEVEL_Y + D_LEVEL_H + D_MARGIN,
|
||
CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print ("GDI", D_GDIN_X + D_GDIN_W / 2,
|
||
D_GDIN_Y - D_TXT8_H,
|
||
CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print ("NOD", D_NODN_X + D_NODN_W / 2,
|
||
D_NODN_Y - D_TXT8_H,
|
||
CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
}
|
||
Show_Mouse();
|
||
display = REDRAW_NONE;
|
||
}
|
||
|
||
/*
|
||
........................... Get user input ............................
|
||
*/
|
||
input = commands->Input();
|
||
|
||
/*
|
||
............................ Process input ............................
|
||
*/
|
||
switch (input) {
|
||
|
||
/*..................................................................
|
||
Credit edit boxes: no need for any action
|
||
..................................................................*/
|
||
case (TEDIT_GDICRED | KN_BUTTON):
|
||
break;
|
||
|
||
case (TEDIT_NODCRED | KN_BUTTON):
|
||
break;
|
||
|
||
case (TEDIT_NEUTCRED | KN_BUTTON):
|
||
break;
|
||
|
||
/*..................................................................
|
||
GDI Edge buttons: turn this one on, others off, save the edge value
|
||
..................................................................*/
|
||
case (BUTTON_GDI_N | KN_BUTTON):
|
||
gdi_edge = SOURCE_NORTH;
|
||
gdinbtn.Turn_On();
|
||
gdiebtn.Turn_Off();
|
||
gdisbtn.Turn_Off();
|
||
gdiwbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_GDI_E | KN_BUTTON):
|
||
gdi_edge = SOURCE_EAST;
|
||
gdinbtn.Turn_Off();
|
||
gdiebtn.Turn_On();
|
||
gdisbtn.Turn_Off();
|
||
gdiwbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_GDI_S | KN_BUTTON):
|
||
gdi_edge = SOURCE_SOUTH;
|
||
gdinbtn.Turn_Off();
|
||
gdiebtn.Turn_Off();
|
||
gdisbtn.Turn_On();
|
||
gdiwbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_GDI_W | KN_BUTTON):
|
||
gdi_edge = SOURCE_WEST;
|
||
gdinbtn.Turn_Off();
|
||
gdiebtn.Turn_Off();
|
||
gdisbtn.Turn_Off();
|
||
gdiwbtn.Turn_On();
|
||
break;
|
||
|
||
/*..................................................................
|
||
NOD Edge buttons: turn this one on, others off, save the edge value
|
||
..................................................................*/
|
||
case (BUTTON_NOD_N | KN_BUTTON):
|
||
nod_edge = SOURCE_NORTH;
|
||
nodnbtn.Turn_On();
|
||
nodebtn.Turn_Off();
|
||
nodsbtn.Turn_Off();
|
||
nodwbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_NOD_E | KN_BUTTON):
|
||
nod_edge = SOURCE_EAST;
|
||
nodnbtn.Turn_Off();
|
||
nodebtn.Turn_On();
|
||
nodsbtn.Turn_Off();
|
||
nodwbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_NOD_S | KN_BUTTON):
|
||
nod_edge = SOURCE_SOUTH;
|
||
nodnbtn.Turn_Off();
|
||
nodebtn.Turn_Off();
|
||
nodsbtn.Turn_On();
|
||
nodwbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_NOD_W | KN_BUTTON):
|
||
nod_edge = SOURCE_WEST;
|
||
nodnbtn.Turn_Off();
|
||
nodebtn.Turn_Off();
|
||
nodsbtn.Turn_Off();
|
||
nodwbtn.Turn_On();
|
||
break;
|
||
|
||
case (KN_RETURN):
|
||
case (BUTTON_OK | KN_BUTTON):
|
||
cancel = false;
|
||
process = false;
|
||
break;
|
||
|
||
case (KN_ESC):
|
||
case (BUTTON_CANCEL | KN_BUTTON):
|
||
cancel = true;
|
||
process = false;
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
----------------------------- Redraw the map -----------------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
|
||
/*
|
||
------------------------- If cancel, just return -------------------------
|
||
*/
|
||
if (cancel) {
|
||
return(-1);
|
||
}
|
||
|
||
/*
|
||
------------------------ Save selections & return ------------------------
|
||
*/
|
||
if (ScenPlayer != SCEN_PLAYER_MPLAYER) {
|
||
/*
|
||
.............................. Credits ................................
|
||
*/
|
||
gdi_credits = atol(gdicred_buf);
|
||
nod_credits = atol(nodcred_buf);
|
||
neut_credits = atol(neutcred_buf);
|
||
HouseClass::As_Pointer(HOUSE_GOOD)->Credits = gdi_credits * 1000L;
|
||
HouseClass::As_Pointer(HOUSE_BAD)->Credits = nod_credits * 1000L;
|
||
HouseClass::As_Pointer(HOUSE_NEUTRAL)->Credits = neut_credits * 1000L;
|
||
/*
|
||
............................... Edges .................................
|
||
*/
|
||
HouseClass::As_Pointer(HOUSE_GOOD)->Edge = gdi_edge;
|
||
HouseClass::As_Pointer(HOUSE_BAD)->Edge = nod_edge;
|
||
}
|
||
|
||
/*
|
||
........................... Sidebar build level ..........................
|
||
*/
|
||
BuildLevel = atoi(level_buf);
|
||
|
||
/*........................................................................
|
||
Change the theater:
|
||
- 1st set the Theater global
|
||
- scan all cells to check their TType for compatibility with the new
|
||
theater; if not compatible, set TType to TEMPLATE_NONE & TIcon to 0
|
||
- Then, re-initialize the TypeClasses for the new Theater
|
||
........................................................................*/
|
||
theater = (TheaterType)(THEATER_NONE + 1 + theaterbtn.Current_Index());
|
||
if (theater != orig_theater) {
|
||
/*
|
||
....................... Loop through all cells ........................
|
||
*/
|
||
for (i =0;i<MAP_CELL_TOTAL; i++) {
|
||
/*..................................................................
|
||
If this cell has a template icon & that template isn't compatible
|
||
with this theater, set the icon to NONE
|
||
..................................................................*/
|
||
if ((*this)[i].TType != TEMPLATE_NONE) {
|
||
theater_mask = TemplateTypeClass::As_Reference((*this)[i].TType).Theater;
|
||
if ( (theater_mask & (1 << theater))==0) {
|
||
(*this)[i].TType = TEMPLATE_NONE;
|
||
(*this)[i].TIcon = 0;
|
||
}
|
||
}
|
||
/*..................................................................
|
||
If this cell has terrain in it, and that terrain isn't compatible
|
||
with this theater, delete the terrain object.
|
||
..................................................................*/
|
||
terrain = (*this)[i].Cell_Terrain();
|
||
if (terrain) {
|
||
theater_mask = terrain->Class->Theater;
|
||
if ( (theater_mask & (1<<theater))==0) {
|
||
delete terrain;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*.....................................................................
|
||
Re-init the object Type Classes for this theater
|
||
.....................................................................*/
|
||
Init_Theater(theater);
|
||
TerrainTypeClass::Init(theater);
|
||
TemplateTypeClass::Init(theater);
|
||
OverlayTypeClass::Init(theater);
|
||
UnitTypeClass::Init(theater);
|
||
InfantryTypeClass::Init(theater);
|
||
BuildingTypeClass::Init(theater);
|
||
BulletTypeClass::Init(theater);
|
||
AnimTypeClass::Init(theater);
|
||
AircraftTypeClass::Init(theater);
|
||
SmudgeTypeClass::Init(theater);
|
||
}
|
||
|
||
return(0);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* Handle_Triggers -- processes the trigger dialogs *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/29/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
void MapEditClass::Handle_Triggers(void)
|
||
{
|
||
int rc;
|
||
|
||
/*------------------------------------------------------------------------
|
||
Trigger dialog processing loop:
|
||
- Invoke the trigger selection dialog. If a trigger's selected, break
|
||
& return
|
||
- If user wants to edit the current trigger, do so
|
||
- If user wants to create new trigger, new a TriggerClass & edit it
|
||
- If user wants to delete trigger, delete the current trigger
|
||
- Keep looping until 'OK'
|
||
------------------------------------------------------------------------*/
|
||
while (1) {
|
||
/*
|
||
........................... Select trigger ............................
|
||
*/
|
||
rc = Select_Trigger();
|
||
|
||
/*
|
||
............................. 'OK'; break .............................
|
||
*/
|
||
if (rc==0) break;
|
||
|
||
/*
|
||
............................... 'Edit' ................................
|
||
*/
|
||
if (rc==1 && CurTrigger) {
|
||
if (Edit_Trigger()==0) {
|
||
Changed = 1;
|
||
}
|
||
}
|
||
|
||
/*
|
||
................................ 'New' ................................
|
||
*/
|
||
if (rc==2) {
|
||
/*
|
||
..................... Create a new trigger ......................
|
||
*/
|
||
CurTrigger = new TriggerClass();
|
||
if (CurTrigger) {
|
||
/*
|
||
................... delete it if user cancels ...................
|
||
*/
|
||
if (Edit_Trigger()==-1) {
|
||
delete CurTrigger;
|
||
CurTrigger = NULL;
|
||
} else {
|
||
Changed = 1;
|
||
}
|
||
|
||
} else {
|
||
|
||
/*
|
||
................. Unable to create; issue warning ..................
|
||
*/
|
||
CCMessageBox().Process("No more triggers available.");
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
}
|
||
}
|
||
|
||
/*
|
||
.............................. 'Delete' ...............................
|
||
*/
|
||
if (rc==3) {
|
||
if (CurTrigger) {
|
||
CurTrigger->Remove();
|
||
CurTrigger = NULL;
|
||
Changed = 1;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*------------------------------------------------------------------------
|
||
Don't allow trigger placement if the trigger is house-specific; such
|
||
triggers cannot be "placed".
|
||
------------------------------------------------------------------------*/
|
||
if (CurTrigger) {
|
||
if (!TriggerClass::Event_Need_Object(CurTrigger->Event)) {
|
||
CurTrigger = NULL;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Select_Trigger -- lets user select a trigger *
|
||
* *
|
||
* CurTrigger can be NULL when this function is called. *
|
||
* *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
|
||
* <20> Triggers <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
|
||
* <20> <20> Name Event Action House Team <20><18> <20> *
|
||
* <20> <20> Name Event Action House Team <20>Ĵ <20> *
|
||
* <20> <20> Name Event Action House Team <20> <20> <20> *
|
||
* <20> <20> Name Event Action House Team <20> <20> <20> *
|
||
* <20> <20> <20> <20> <20> *
|
||
* <20> <20> <20> <20> <20> *
|
||
* <20> <20> <20>Ĵ <20> *
|
||
* <20> <20> <20><19> <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
|
||
* <20> <20> *
|
||
* <20> [Edit] [New] [Delete] [OK] <20> *
|
||
* <20> <20> *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* 0 = OK, 1 = Edit, 2 = New, 3 = Delete *
|
||
* *
|
||
* WARNINGS: *
|
||
* Uses HIDBUFF. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/29/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
int MapEditClass::Select_Trigger(void)
|
||
{
|
||
/*........................................................................
|
||
Dialog & button dimensions
|
||
........................................................................*/
|
||
enum {
|
||
D_DIALOG_W = 640,
|
||
D_DIALOG_H = 290,
|
||
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
|
||
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
|
||
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
|
||
|
||
D_TXT8_H = 22,
|
||
D_MARGIN = 14,
|
||
|
||
D_LIST_W = 612,
|
||
D_LIST_H = 208,
|
||
D_LIST_X = D_DIALOG_X + D_MARGIN,
|
||
D_LIST_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
|
||
|
||
D_EDIT_W = 90,
|
||
D_EDIT_H = 18,
|
||
D_EDIT_X = D_DIALOG_X + (D_DIALOG_W / 8) - (D_EDIT_W / 2),
|
||
D_EDIT_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_EDIT_H,
|
||
|
||
D_NEW_W = 90,
|
||
D_NEW_H = 18,
|
||
D_NEW_X = D_DIALOG_X + (D_DIALOG_W / 8) * 3 - (D_NEW_W / 2),
|
||
D_NEW_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_NEW_H,
|
||
|
||
D_DELETE_W = 90,
|
||
D_DELETE_H = 18,
|
||
D_DELETE_X = D_DIALOG_X + (D_DIALOG_W / 8) * 5 - (D_DELETE_W / 2),
|
||
D_DELETE_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_DELETE_H,
|
||
|
||
D_OK_W = 90,
|
||
D_OK_H = 18,
|
||
D_OK_X = D_DIALOG_X + (D_DIALOG_W / 8) * 7 - (D_OK_W / 2),
|
||
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
|
||
|
||
};
|
||
|
||
/*........................................................................
|
||
Button enumerations:
|
||
........................................................................*/
|
||
enum {
|
||
TRIGGER_LIST=100,
|
||
BUTTON_EDIT,
|
||
BUTTON_NEW,
|
||
BUTTON_DELETE,
|
||
BUTTON_OK,
|
||
};
|
||
|
||
/*........................................................................
|
||
Redraw values: in order from "top" to "bottom" layer of the dialog
|
||
........................................................................*/
|
||
typedef enum {
|
||
REDRAW_NONE = 0,
|
||
REDRAW_BUTTONS,
|
||
REDRAW_BACKGROUND,
|
||
REDRAW_ALL = REDRAW_BACKGROUND
|
||
} RedrawType;
|
||
|
||
/*........................................................................
|
||
Dialog variables:
|
||
........................................................................*/
|
||
RedrawType display; // requested redraw level
|
||
bool process; // loop while true
|
||
char *trigtext[TRIGGER_MAX + 1]; // text for defined triggers
|
||
KeyNumType input; // user input
|
||
bool edit_trig = false; // true = user wants to edit
|
||
bool new_trig = false; // true = user wants to new
|
||
bool del_trig = false; // true = user wants to new
|
||
int i; // loop counter
|
||
int def_idx; // default list index
|
||
static int tabs[] = {70, 240, 390, 440}; // list box tab stops
|
||
|
||
/*........................................................................
|
||
Buttons
|
||
........................................................................*/
|
||
ControlClass *commands = NULL; // the button list
|
||
|
||
ListClass triggerlist (TRIGGER_LIST, D_LIST_X, D_LIST_Y, D_LIST_W, D_LIST_H,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
Hires_Retrieve("BTN-UP.SHP"),
|
||
Hires_Retrieve("BTN-DN.SHP"));
|
||
|
||
TextButtonClass editbtn (BUTTON_EDIT, "Edit", TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW,
|
||
D_EDIT_X, D_EDIT_Y, D_EDIT_W, D_EDIT_H);
|
||
|
||
TextButtonClass newbtn (BUTTON_NEW, "New", TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW,
|
||
D_NEW_X, D_NEW_Y, D_NEW_W, D_NEW_H);
|
||
|
||
TextButtonClass deletebtn (BUTTON_DELETE, "Delete", TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW,
|
||
D_DELETE_X, D_DELETE_Y, D_DELETE_W, D_DELETE_H);
|
||
|
||
TextButtonClass okbtn (BUTTON_OK, TXT_OK, TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW,
|
||
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
|
||
|
||
/*
|
||
------------------------------- Initialize -------------------------------
|
||
*/
|
||
Set_Logic_Page(SeenBuff);
|
||
|
||
/*
|
||
......................... Fill in trigger names ..........................
|
||
*/
|
||
def_idx = 0;
|
||
for (i = 0; i < Triggers.Count(); i++) {
|
||
/*.....................................................................
|
||
Generate string for this trigger
|
||
- Name can be up to 4 characters
|
||
- Event can be up to 15 characters
|
||
- Action can be up to 15 characters
|
||
- House is 3 characters
|
||
- Team name is up to 11 characters
|
||
.....................................................................*/
|
||
//trigtext[i] = (char *)HidPage.Get_Graphic_Buffer()->Get_Buffer() + 60 * i;
|
||
trigtext[i] = new char[255];
|
||
sprintf(trigtext[i],"%s\t%s\t%s\t",
|
||
Triggers.Ptr(i)->Get_Name(),
|
||
TriggerClass::Name_From_Event(Triggers.Ptr(i)->Event),
|
||
TriggerClass::Name_From_Action(Triggers.Ptr(i)->Action));
|
||
|
||
/*
|
||
......................... Add on the house ID .........................
|
||
*/
|
||
if (TriggerClass::Event_Need_House(Triggers.Ptr(i)->Event)) {
|
||
if (Triggers.Ptr(i)->House != HOUSE_NONE) {
|
||
strcat(trigtext[i], HouseTypeClass::As_Reference(Triggers.Ptr(i)->House).Suffix);
|
||
} else {
|
||
strcat(trigtext[i], "!!!");
|
||
}
|
||
} else {
|
||
strcat(trigtext[i]," ");
|
||
}
|
||
|
||
/*
|
||
.......................... Add the team name ..........................
|
||
*/
|
||
strcat(trigtext[i],"\t");
|
||
if (TriggerClass::Action_Need_Team(Triggers.Ptr(i)->Action)) {
|
||
if (Triggers.Ptr(i)->Team) {
|
||
strcat(trigtext[i],Triggers.Ptr(i)->Team->IniName);
|
||
} else {
|
||
strcat(trigtext[i], "!!!");
|
||
}
|
||
}
|
||
|
||
/*
|
||
................. Set def_idx if this is CurTrigger ...................
|
||
*/
|
||
if (Triggers.Ptr(i) == CurTrigger) {
|
||
def_idx = i;
|
||
}
|
||
}
|
||
|
||
/*
|
||
.......................... Fill in the list box ..........................
|
||
*/
|
||
for (i = 0; i < Triggers.Count(); i++) {
|
||
triggerlist.Add_Item(trigtext[i]);
|
||
}
|
||
triggerlist.Set_Selected_Index(def_idx);
|
||
|
||
/*
|
||
....................... Set CurTrigger if it isn't .......................
|
||
*/
|
||
if (Triggers.Count()==0) {
|
||
CurTrigger = NULL;
|
||
} else {
|
||
if (!CurTrigger) {
|
||
CurTrigger = Triggers.Ptr(def_idx);
|
||
}
|
||
}
|
||
|
||
/*
|
||
............................ Create the list .............................
|
||
*/
|
||
commands = &triggerlist;
|
||
editbtn.Add_Tail(*commands);
|
||
newbtn.Add_Tail(*commands);
|
||
deletebtn.Add_Tail(*commands);
|
||
okbtn.Add_Tail(*commands);
|
||
|
||
/*
|
||
------------------------ Init tab stops for list -------------------------
|
||
*/
|
||
triggerlist.Set_Tabs(tabs);
|
||
|
||
/*
|
||
-------------------------- Main Processing Loop --------------------------
|
||
*/
|
||
display = REDRAW_ALL;
|
||
process = true;
|
||
while (process) {
|
||
|
||
/*
|
||
** If we have just received input focus again after running in the background then
|
||
** we need to redraw.
|
||
*/
|
||
if (AllSurfaces.SurfacesRestored){
|
||
AllSurfaces.SurfacesRestored=FALSE;
|
||
display=REDRAW_ALL;
|
||
}
|
||
|
||
/*
|
||
........................ Invoke game callback .........................
|
||
*/
|
||
Call_Back();
|
||
|
||
/*
|
||
...................... Refresh display if needed ......................
|
||
*/
|
||
if (display) {
|
||
|
||
/*
|
||
...................... Display the dialog box ......................
|
||
*/
|
||
Hide_Mouse();
|
||
if (display >= REDRAW_BACKGROUND) {
|
||
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
|
||
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
|
||
|
||
/*
|
||
....................... Draw the captions .......................
|
||
*/
|
||
Fancy_Text_Print("Triggers", D_DIALOG_CX, D_DIALOG_Y + D_MARGIN, CC_GREEN, TBLACK,
|
||
TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
|
||
}
|
||
|
||
/*
|
||
........................ Redraw the buttons ........................
|
||
*/
|
||
if (display >= REDRAW_BUTTONS) {
|
||
commands->Draw_All();
|
||
}
|
||
Show_Mouse();
|
||
display = REDRAW_NONE;
|
||
}
|
||
|
||
/*
|
||
........................... Get user input ............................
|
||
*/
|
||
input = commands->Input();
|
||
|
||
/*
|
||
............................ Process input ............................
|
||
*/
|
||
switch (input) {
|
||
case (TRIGGER_LIST | KN_BUTTON):
|
||
def_idx = triggerlist.Current_Index();
|
||
if (def_idx < Triggers.Count()) {
|
||
CurTrigger = Triggers.Ptr(def_idx);
|
||
}
|
||
break;
|
||
|
||
case (BUTTON_EDIT | KN_BUTTON):
|
||
if (CurTrigger) { // only allow if there's one selected
|
||
process = false;
|
||
edit_trig = true;
|
||
}
|
||
break;
|
||
|
||
case (BUTTON_NEW | KN_BUTTON):
|
||
process = false;
|
||
new_trig = true;
|
||
break;
|
||
|
||
case (BUTTON_DELETE | KN_BUTTON):
|
||
process = false;
|
||
del_trig = true;
|
||
break;
|
||
|
||
case (KN_RETURN):
|
||
case (BUTTON_OK | KN_BUTTON):
|
||
process = false;
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
--------------------------- Redraw the display ---------------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
|
||
for (i = 0; i < Triggers.Count(); i++) {
|
||
delete [] trigtext[i];
|
||
}
|
||
|
||
if (edit_trig) return(1);
|
||
if (new_trig) return(2);
|
||
if (del_trig) return(3);
|
||
return(0);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Edit_Trigger -- lets user edit a [new] trigger *
|
||
* *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
|
||
* <20> Trigger Editor <20> *
|
||
* <20> <20> *
|
||
* <20> Events Actions <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
|
||
* <20> <20> <20><18> <20> <20><18> <20> *
|
||
* <20> <20> <20>Ĵ <20> <20>Ĵ <20> *
|
||
* <20> <20> <20> <20> <20> <20> <20> <20> *
|
||
* <20> <20> <20> <20> <20> <20> <20> <20> *
|
||
* <20> <20> <20>Ĵ <20> <20>Ĵ <20> *
|
||
* <20> <20> <20><19> <20> <20><19> <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
|
||
* <20> <20> *
|
||
* <20> Name: _______ [ Volatile ] <20> *
|
||
* <20> [GDI] [ Persistent ] <20> *
|
||
* <20> Time / Credits: _______ [NOD] [SemiPersistent] <20> *
|
||
* <20> <20> *
|
||
* <20> [Team] Team_Name <20> *
|
||
* <20> <20> *
|
||
* <20> [OK] [Cancel] <20> *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* 0 = OK, -1 = cancel *
|
||
* *
|
||
* WARNINGS: *
|
||
* CurTrigger must NOT be NULL when this function is called. *
|
||
* *
|
||
* HISTORY: *
|
||
* 11/29/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
int MapEditClass::Edit_Trigger(void)
|
||
{
|
||
/*........................................................................
|
||
Dialog & button dimensions
|
||
........................................................................*/
|
||
enum {
|
||
D_DIALOG_W = 528,
|
||
D_DIALOG_H = 376,
|
||
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
|
||
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
|
||
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
|
||
|
||
D_TXT8_H = 22,
|
||
D_MARGIN = 14,
|
||
|
||
D_EVENT_W = 240,
|
||
D_EVENT_H = 88,
|
||
D_EVENT_X = D_DIALOG_X + D_MARGIN,
|
||
D_EVENT_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN + D_TXT8_H,
|
||
|
||
D_ACTION_W = 240,
|
||
D_ACTION_H = 88,
|
||
D_ACTION_X = D_DIALOG_X + D_DIALOG_W - D_MARGIN - D_ACTION_W,
|
||
D_ACTION_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN + D_TXT8_H,
|
||
|
||
D_NAME_W = 80,
|
||
D_NAME_H = 18,
|
||
D_NAME_X = D_EVENT_X + (D_EVENT_W / 2) - 10,
|
||
D_NAME_Y = D_EVENT_Y + D_EVENT_H + D_MARGIN,
|
||
|
||
D_DATA_W = 80,
|
||
D_DATA_H = 18,
|
||
D_DATA_X = D_NAME_X,
|
||
D_DATA_Y = D_NAME_Y + D_NAME_H + D_MARGIN,
|
||
|
||
D_TEAM_W = 80,
|
||
D_TEAM_H = 18,
|
||
D_TEAM_X = D_NAME_X - D_TEAM_W - 5,
|
||
D_TEAM_Y = D_DATA_Y + D_DATA_H + D_MARGIN,
|
||
|
||
D_GDI_W = 90,
|
||
D_GDI_H = 18,
|
||
D_GDI_X = D_DIALOG_CX - (D_GDI_W / 2),
|
||
D_GDI_Y = D_NAME_Y,
|
||
|
||
D_NOD_W = 90,
|
||
D_NOD_H = 18,
|
||
D_NOD_X = D_GDI_X,
|
||
D_NOD_Y = D_GDI_Y + D_GDI_H,
|
||
|
||
D_NEU_W = 90,
|
||
D_NEU_H = 18,
|
||
D_NEU_X = D_NOD_X,
|
||
D_NEU_Y = D_NOD_Y + D_NOD_H,
|
||
|
||
D_MULTI1_W = 44,
|
||
D_MULTI1_H = 18,
|
||
D_MULTI1_X = D_GDI_X,
|
||
D_MULTI1_Y = D_GDI_Y,
|
||
|
||
D_MULTI2_W = 44,
|
||
D_MULTI2_H = 18,
|
||
D_MULTI2_X = D_GDI_X + D_MULTI1_W,
|
||
D_MULTI2_Y = D_GDI_Y,
|
||
|
||
D_MULTI3_W = 44,
|
||
D_MULTI3_H = 18,
|
||
D_MULTI3_X = D_NOD_X,
|
||
D_MULTI3_Y = D_NOD_Y,
|
||
|
||
D_MULTI4_W = 44,
|
||
D_MULTI4_H = 18,
|
||
D_MULTI4_X = D_NOD_X + D_MULTI1_W,
|
||
D_MULTI4_Y = D_NOD_Y,
|
||
|
||
D_VOLATILE_W = 100,
|
||
D_VOLATILE_H = 18,
|
||
D_VOLATILE_X = D_ACTION_X + (D_ACTION_W / 2) - (D_VOLATILE_W / 2) + 10,
|
||
D_VOLATILE_Y = D_NAME_Y,
|
||
|
||
D_PERSIST_W = 100,
|
||
D_PERSIST_H = 18,
|
||
D_PERSIST_X = D_ACTION_X + (D_ACTION_W / 2) - (D_PERSIST_W / 2) + 10,
|
||
D_PERSIST_Y = D_VOLATILE_Y + D_VOLATILE_H,
|
||
|
||
D_SEMIPERSIST_W = 100,
|
||
D_SEMIPERSIST_H = 18,
|
||
D_SEMIPERSIST_X = D_ACTION_X + (D_ACTION_W / 2) - (D_SEMIPERSIST_W / 2) + 10,
|
||
D_SEMIPERSIST_Y = D_PERSIST_Y + D_PERSIST_H,
|
||
|
||
D_OK_W = 90,
|
||
D_OK_H = 18,
|
||
D_OK_X = D_DIALOG_CX - 5 - D_OK_W,
|
||
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
|
||
|
||
D_CANCEL_W = 90,
|
||
D_CANCEL_H = 18,
|
||
D_CANCEL_X = D_DIALOG_CX + 5,
|
||
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_CANCEL_H,
|
||
|
||
};
|
||
|
||
/*........................................................................
|
||
Button enumerations:
|
||
........................................................................*/
|
||
enum {
|
||
EVENT_LIST=100,
|
||
ACTION_LIST,
|
||
NAME_EDIT,
|
||
DATA_EDIT,
|
||
BUTTON_TEAM,
|
||
BUTTON_GDI,
|
||
BUTTON_NOD,
|
||
BUTTON_NEUTRAL,
|
||
BUTTON_JP, // placeholder
|
||
BUTTON_MULTI1,
|
||
BUTTON_MULTI2,
|
||
BUTTON_MULTI3,
|
||
BUTTON_MULTI4,
|
||
BUTTON_MULTI5,
|
||
BUTTON_MULTI6,
|
||
BUTTON_VOLATILE,
|
||
BUTTON_PERSIST,
|
||
BUTTON_SEMIPERSIST,
|
||
BUTTON_OK,
|
||
BUTTON_CANCEL,
|
||
};
|
||
|
||
/*........................................................................
|
||
Redraw values: in order from "top" to "bottom" layer of the dialog
|
||
........................................................................*/
|
||
typedef enum {
|
||
REDRAW_NONE = 0,
|
||
REDRAW_BUTTONS,
|
||
REDRAW_BACKGROUND,
|
||
REDRAW_ALL = REDRAW_BACKGROUND
|
||
} RedrawType;
|
||
|
||
/*........................................................................
|
||
Dialog variables:
|
||
........................................................................*/
|
||
RedrawType display; // requested redraw level
|
||
bool process; // loop while true
|
||
KeyNumType input; // user input
|
||
bool cancel = false; // true = user cancels
|
||
int i; // loop counter
|
||
EventType event_idx; // index for event list
|
||
TriggerClass::ActionType action_idx; // index for action list
|
||
char namebuf[5]; // name of this trigger
|
||
char databuf[10]; // for credit/time-based triggers
|
||
HousesType house; // house for this trigger
|
||
const char *eventnames[EVENT_COUNT + 1]; // names of events
|
||
const char *actionnames[TriggerClass::ACTION_COUNT + 1]; // names of actions
|
||
TriggerClass::PersistantType persistant; // trigger's persistence level
|
||
|
||
/*........................................................................
|
||
These flags enable various controls for each EventType.
|
||
........................................................................*/
|
||
// static char data_enabled[EVENT_COUNT] = {0,0,0,0,0,0,0,0,0,1,1,1,1,0,0};
|
||
// static char house_enabled[EVENT_COUNT] = {1,0,0,0,0,1,1,1,1,1,1,1,1,1,1};
|
||
// static char team_enabled[TriggerClass::ACTION_COUNT] = {0,0,0,1,1,0,1,0,0,0,0,0,0,0};
|
||
|
||
/*........................................................................
|
||
Buttons
|
||
........................................................................*/
|
||
ControlClass *commands = NULL; // the button list
|
||
|
||
ListClass eventlist(EVENT_LIST,
|
||
D_EVENT_X, D_EVENT_Y, D_EVENT_W, D_EVENT_H,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
Hires_Retrieve("BTN-UP.SHP"),
|
||
Hires_Retrieve("BTN-DN.SHP"));
|
||
|
||
ListClass actionlist(ACTION_LIST,
|
||
D_ACTION_X, D_ACTION_Y, D_ACTION_W, D_ACTION_H,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
Hires_Retrieve("BTN-UP.SHP"),
|
||
Hires_Retrieve("BTN-DN.SHP"));
|
||
|
||
EditClass name_edt(NAME_EDIT, namebuf, 5,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_NAME_X, D_NAME_Y, D_NAME_W, D_NAME_H, EditClass::ALPHANUMERIC);
|
||
|
||
EditClass data_edt(DATA_EDIT, databuf, 8,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_DATA_X, D_DATA_Y, D_DATA_W, D_DATA_H, EditClass::ALPHANUMERIC);
|
||
|
||
TextButtonClass teambtn(BUTTON_TEAM, "Team",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_TEAM_X, D_TEAM_Y, D_TEAM_W, D_TEAM_H);
|
||
|
||
TextButtonClass gdibtn(BUTTON_GDI, "GDI",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_GDI_X, D_GDI_Y, D_GDI_W, D_GDI_H);
|
||
|
||
TextButtonClass nodbtn(BUTTON_NOD, "NOD",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_NOD_X, D_NOD_Y, D_NOD_W, D_NOD_H);
|
||
|
||
TextButtonClass neutralbtn(BUTTON_NEUTRAL, "Neutral",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_NEU_X, D_NEU_Y, D_NEU_W, D_NEU_H);
|
||
|
||
TextButtonClass multi1btn(BUTTON_MULTI1, "M1",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_MULTI1_X, D_MULTI1_Y, D_MULTI1_W, D_MULTI1_H);
|
||
|
||
TextButtonClass multi2btn(BUTTON_MULTI2, "M2",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_MULTI2_X, D_MULTI2_Y, D_MULTI2_W, D_MULTI2_H);
|
||
|
||
TextButtonClass multi3btn(BUTTON_MULTI3, "M3",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_MULTI3_X, D_MULTI3_Y, D_MULTI3_W, D_MULTI3_H);
|
||
|
||
TextButtonClass multi4btn(BUTTON_MULTI4, "M4",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_MULTI4_X, D_MULTI4_Y, D_MULTI4_W, D_MULTI4_H);
|
||
|
||
TextButtonClass volatilebtn(BUTTON_VOLATILE, "Volatile",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_VOLATILE_X, D_VOLATILE_Y, D_VOLATILE_W, D_VOLATILE_H);
|
||
|
||
TextButtonClass persistbtn(BUTTON_PERSIST, "Persistant",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_PERSIST_X, D_PERSIST_Y, D_PERSIST_W, D_PERSIST_H);
|
||
|
||
TextButtonClass semipersistbtn(BUTTON_SEMIPERSIST, "SemiPersistant",
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_SEMIPERSIST_X, D_SEMIPERSIST_Y, D_SEMIPERSIST_W, D_SEMIPERSIST_H);
|
||
|
||
TextButtonClass okbtn(BUTTON_OK, TXT_OK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
|
||
|
||
TextButtonClass cancelbtn(BUTTON_CANCEL, TXT_CANCEL,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
|
||
|
||
/*
|
||
------------------------------- Initialize -------------------------------
|
||
*/
|
||
Set_Logic_Page(SeenBuff);
|
||
|
||
/*
|
||
....................... Set default button states ........................
|
||
*/
|
||
event_idx = CurTrigger->Event; // event list
|
||
if (event_idx == EVENT_NONE) event_idx = EVENT_FIRST;
|
||
|
||
action_idx = CurTrigger->Action; // action list
|
||
if (action_idx == TriggerClass::ACTION_NONE) action_idx = TriggerClass::ACTION_FIRST;
|
||
|
||
strcpy(namebuf,CurTrigger->Get_Name()); // Name
|
||
name_edt.Set_Text(namebuf,5);
|
||
|
||
if (TriggerClass::Event_Need_Data(event_idx)) {
|
||
sprintf(databuf,"%ld",CurTrigger->Data); // Credits/Time
|
||
data_edt.Set_Text(databuf,8);
|
||
}
|
||
|
||
house = CurTrigger->House; // House
|
||
|
||
persistant = CurTrigger->IsPersistant;
|
||
|
||
volatilebtn.Turn_Off();
|
||
persistbtn.Turn_Off();
|
||
semipersistbtn.Turn_Off();
|
||
switch (CurTrigger->IsPersistant) {
|
||
case TriggerClass::VOLATILE:
|
||
volatilebtn.Turn_On();
|
||
break;
|
||
|
||
case TriggerClass::SEMIPERSISTANT:
|
||
semipersistbtn.Turn_On();
|
||
break;
|
||
|
||
case TriggerClass::PERSISTANT:
|
||
persistbtn.Turn_On();
|
||
break;
|
||
}
|
||
|
||
/*
|
||
......................... Fill in the list boxes .........................
|
||
*/
|
||
for (i = 0; i < EVENT_COUNT; i++) {
|
||
eventnames[i] = TriggerClass::Name_From_Event( (EventType)i);
|
||
eventlist.Add_Item(eventnames[i]);
|
||
}
|
||
eventlist.Set_Selected_Index(event_idx);
|
||
|
||
for (i = 0; i < TriggerClass::ACTION_COUNT; i++) {
|
||
actionnames[i] = TriggerClass::Name_From_Action( (TriggerClass::ActionType)i);
|
||
actionlist.Add_Item(actionnames[i]);
|
||
}
|
||
actionlist.Set_Selected_Index(action_idx);
|
||
|
||
/*
|
||
-------------------------- Main Processing Loop --------------------------
|
||
*/
|
||
display = REDRAW_ALL;
|
||
process = true;
|
||
while (process) {
|
||
|
||
/*
|
||
** If we have just received input focus again after running in the background then
|
||
** we need to redraw.
|
||
*/
|
||
if (AllSurfaces.SurfacesRestored){
|
||
AllSurfaces.SurfacesRestored=FALSE;
|
||
display=REDRAW_ALL;
|
||
}
|
||
|
||
/*
|
||
........................ Invoke game callback .........................
|
||
*/
|
||
Call_Back();
|
||
|
||
/*
|
||
...................... Refresh display if needed ......................
|
||
*/
|
||
if (display) {
|
||
|
||
/*
|
||
...................... Display the dialog box ......................
|
||
*/
|
||
Hide_Mouse();
|
||
if (display >= REDRAW_BACKGROUND) {
|
||
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
|
||
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
|
||
|
||
/*
|
||
....................... Draw the captions .......................
|
||
*/
|
||
Fancy_Text_Print("Trigger Editor", D_DIALOG_CX, D_DIALOG_Y + D_MARGIN,
|
||
CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print("Events", D_EVENT_X + D_EVENT_W / 2,
|
||
D_EVENT_Y - D_TXT8_H,
|
||
CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print("Actions", D_ACTION_X + D_ACTION_W / 2,
|
||
D_ACTION_Y - D_TXT8_H,
|
||
CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
Fancy_Text_Print("Name", D_NAME_X - 5, D_NAME_Y,
|
||
CC_GREEN, TBLACK,
|
||
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
if ((EventType)event_idx==EVENT_CREDITS) { // use 'Data' for Credits
|
||
Fancy_Text_Print("Credits", D_DATA_X - 5, D_DATA_Y,
|
||
CC_GREEN, TBLACK,
|
||
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
|
||
} else {
|
||
if ((EventType)event_idx==EVENT_TIME) { // use 'Data' for Time
|
||
Fancy_Text_Print("1/10 Min", D_DATA_X - 5, D_DATA_Y,
|
||
CC_GREEN, TBLACK,
|
||
TPF_RIGHT | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
}
|
||
}
|
||
|
||
if (TriggerClass::Action_Need_Team(action_idx)) {
|
||
if (CurTrigger->Team) {
|
||
Fancy_Text_Print(CurTrigger->Team->IniName,
|
||
D_TEAM_X + D_TEAM_W + 5, D_TEAM_Y, CC_GREEN, TBLACK,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
} else {
|
||
Fancy_Text_Print( "!!!",
|
||
D_TEAM_X + D_TEAM_W + 5, D_TEAM_Y, CC_GREEN, TBLACK,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
..................... Rebuild the button list ......................
|
||
*/
|
||
eventlist.Zap();
|
||
actionlist.Zap();
|
||
name_edt.Zap();
|
||
data_edt.Zap();
|
||
teambtn.Zap();
|
||
gdibtn.Zap();
|
||
nodbtn.Zap();
|
||
neutralbtn.Zap();
|
||
volatilebtn.Zap();
|
||
persistbtn.Zap();
|
||
semipersistbtn.Zap();
|
||
okbtn.Zap();
|
||
cancelbtn.Zap();
|
||
|
||
commands = &okbtn;
|
||
cancelbtn.Add_Tail(*commands);
|
||
eventlist.Add_Tail(*commands);
|
||
actionlist.Add_Tail(*commands);
|
||
name_edt.Add_Tail(*commands);
|
||
volatilebtn.Add_Tail(*commands);
|
||
persistbtn.Add_Tail(*commands);
|
||
semipersistbtn.Add_Tail(*commands);
|
||
if (TriggerClass::Event_Need_Data(event_idx)) {
|
||
data_edt.Add_Tail(*commands);
|
||
sprintf(databuf,"%ld",CurTrigger->Data);
|
||
data_edt.Set_Text(databuf,8);
|
||
}
|
||
if (TriggerClass::Event_Need_House(event_idx)) {
|
||
gdibtn.Add_Tail(*commands);
|
||
nodbtn.Add_Tail(*commands);
|
||
neutralbtn.Add_Tail(*commands);
|
||
Set_House_Buttons(house, commands, BUTTON_GDI);
|
||
}
|
||
if (TriggerClass::Action_Need_Team(action_idx)) teambtn.Add_Tail(*commands);
|
||
|
||
/*
|
||
........................ Redraw the buttons ........................
|
||
*/
|
||
if (display >= REDRAW_BUTTONS) {
|
||
commands->Flag_List_To_Redraw();
|
||
}
|
||
Show_Mouse();
|
||
display = REDRAW_NONE;
|
||
}
|
||
|
||
/*
|
||
........................... Get user input ............................
|
||
*/
|
||
input = commands->Input();
|
||
|
||
/*
|
||
............................ Process input ............................
|
||
*/
|
||
switch (input) {
|
||
case (EVENT_LIST | KN_BUTTON):
|
||
if (eventlist.Current_Index() != event_idx) {
|
||
event_idx = EventType(eventlist.Current_Index());
|
||
databuf[0] = 0;
|
||
CurTrigger->Data = 0;
|
||
if (!TriggerClass::Event_Need_House(event_idx)) {
|
||
CurTrigger->House = HOUSE_NONE;
|
||
}
|
||
display = REDRAW_ALL;
|
||
}
|
||
break;
|
||
|
||
case (ACTION_LIST | KN_BUTTON):
|
||
if (actionlist.Current_Index() != action_idx) {
|
||
action_idx = TriggerClass::ActionType(actionlist.Current_Index());
|
||
display = REDRAW_ALL;
|
||
}
|
||
break;
|
||
|
||
case (NAME_EDIT | KN_BUTTON):
|
||
break;
|
||
|
||
case (DATA_EDIT | KN_BUTTON):
|
||
break;
|
||
|
||
case (BUTTON_GDI | KN_BUTTON):
|
||
case (BUTTON_NOD | KN_BUTTON):
|
||
case (BUTTON_NEUTRAL | KN_BUTTON):
|
||
case (BUTTON_MULTI1 | KN_BUTTON):
|
||
case (BUTTON_MULTI2 | KN_BUTTON):
|
||
case (BUTTON_MULTI3 | KN_BUTTON):
|
||
case (BUTTON_MULTI4 | KN_BUTTON):
|
||
case (BUTTON_MULTI5 | KN_BUTTON):
|
||
case (BUTTON_MULTI6 | KN_BUTTON):
|
||
house = (HousesType)( (input & (~KN_BUTTON)) - BUTTON_GDI);
|
||
Set_House_Buttons(house, commands, BUTTON_GDI);
|
||
break;
|
||
|
||
case (BUTTON_TEAM | KN_BUTTON):
|
||
Handle_Teams("Select a Team");
|
||
if (CurTeam) {
|
||
CurTrigger->Team = CurTeam;
|
||
}
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
display = REDRAW_ALL;
|
||
break;
|
||
|
||
case (BUTTON_VOLATILE | KN_BUTTON):
|
||
persistant = TriggerClass::VOLATILE;
|
||
volatilebtn.Turn_On();
|
||
persistbtn.Turn_Off();
|
||
semipersistbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_PERSIST | KN_BUTTON):
|
||
persistant = TriggerClass::PERSISTANT;
|
||
volatilebtn.Turn_Off();
|
||
persistbtn.Turn_On();
|
||
semipersistbtn.Turn_Off();
|
||
break;
|
||
|
||
case (BUTTON_SEMIPERSIST | KN_BUTTON):
|
||
persistant = TriggerClass::SEMIPERSISTANT;
|
||
volatilebtn.Turn_Off();
|
||
persistbtn.Turn_Off();
|
||
semipersistbtn.Turn_On();
|
||
break;
|
||
|
||
case (KN_RETURN):
|
||
case (BUTTON_OK | KN_BUTTON):
|
||
process = false;
|
||
break;
|
||
|
||
case (KN_ESC):
|
||
case (BUTTON_CANCEL | KN_BUTTON):
|
||
cancel = true;
|
||
process = false;
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
------------------------------ Save values -------------------------------
|
||
*/
|
||
if (!cancel) {
|
||
|
||
/*
|
||
.......................... Get list indices ...........................
|
||
*/
|
||
event_idx = EventType(eventlist.Current_Index());
|
||
action_idx = TriggerClass::ActionType(actionlist.Current_Index());
|
||
|
||
/*
|
||
......................... Set Event & Action ..........................
|
||
*/
|
||
CurTrigger->Event = EventType(event_idx);
|
||
CurTrigger->Action = TriggerClass::ActionType(action_idx);
|
||
|
||
/*
|
||
.............................. Set name ...............................
|
||
*/
|
||
if (strlen(namebuf)==0) {
|
||
CurTrigger->Set_Name("____");
|
||
} else {
|
||
CurTrigger->Set_Name(namebuf);
|
||
}
|
||
|
||
/*
|
||
.............................. Set Data ...............................
|
||
*/
|
||
if (TriggerClass::Event_Need_Data(event_idx)) {
|
||
CurTrigger->Data = atol(databuf);
|
||
}
|
||
|
||
/*
|
||
.............................. Set House ..............................
|
||
*/
|
||
if (TriggerClass::Event_Need_House(event_idx)) {
|
||
CurTrigger->House = house;
|
||
} else {
|
||
CurTrigger->House = HOUSE_NONE;
|
||
}
|
||
|
||
/*
|
||
........................... Set Persistence ..........................
|
||
*/
|
||
CurTrigger->IsPersistant = persistant;
|
||
}
|
||
|
||
/*
|
||
--------------------------- Redraw the display ---------------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
|
||
if (cancel) {
|
||
return(-1);
|
||
} else {
|
||
return(0);
|
||
}
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Import_Triggers -- lets user import triggers *
|
||
* *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
|
||
* <20> Triggers <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
|
||
* <20> <20>x Name Event Action House <20><18> <20> *
|
||
* <20> <20> Name Event Action House <20>Ĵ <20> *
|
||
* <20> <20>x Name Event Action House <20> <20> <20> *
|
||
* <20> <20> Name Event Action House <20> <20> <20> *
|
||
* <20> <20> <20> <20> <20> *
|
||
* <20> <20> <20> <20> <20> *
|
||
* <20> <20> <20>Ĵ <20> *
|
||
* <20> <20> <20><19> <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
|
||
* <20> <20> *
|
||
* <20> [OK] [Cancel] <20> *
|
||
* <20> <20> *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* 0 = OK, -1 = user cancelled *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 03/29/1995 BRR : Created. *
|
||
*=========================================================================*/
|
||
int MapEditClass::Import_Triggers(void)
|
||
{
|
||
/*........................................................................
|
||
Dialog & button dimensions
|
||
........................................................................*/
|
||
enum {
|
||
D_DIALOG_W = 480,
|
||
D_DIALOG_H = 290,
|
||
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
|
||
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
|
||
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
|
||
|
||
D_TXT8_H = 22,
|
||
D_MARGIN = 14,
|
||
|
||
D_LIST_W = 452,
|
||
D_LIST_H = 208,
|
||
D_LIST_X = D_DIALOG_X + D_MARGIN,
|
||
D_LIST_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
|
||
|
||
D_OK_W = 90,
|
||
D_OK_H = 18,
|
||
D_OK_X = D_DIALOG_CX - D_OK_W - 5,
|
||
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
|
||
|
||
D_CANCEL_W = 90,
|
||
D_CANCEL_H = 18,
|
||
D_CANCEL_X = D_DIALOG_CX + 5,
|
||
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
|
||
|
||
};
|
||
/*........................................................................
|
||
Button enumerations:
|
||
........................................................................*/
|
||
enum {
|
||
TRIGGER_LIST=100,
|
||
BUTTON_OK,
|
||
BUTTON_CANCEL,
|
||
};
|
||
/*........................................................................
|
||
Redraw values: in order from "top" to "bottom" layer of the dialog
|
||
........................................................................*/
|
||
typedef enum {
|
||
REDRAW_NONE = 0,
|
||
REDRAW_BUTTONS,
|
||
REDRAW_BACKGROUND,
|
||
REDRAW_ALL = REDRAW_BACKGROUND
|
||
} RedrawType;
|
||
/*........................................................................
|
||
Dialog variables:
|
||
........................................................................*/
|
||
RedrawType display; // requested redraw level
|
||
bool process; // loop while true
|
||
KeyNumType input; // user input
|
||
bool cancel = false;
|
||
static int tabs[] =
|
||
{70, 220, 370, 420}; // list box tab stops
|
||
DynamicVectorClass<char *> trignames; // list of INI trigger names
|
||
char *inibuf; // working INI buffer
|
||
CCFileClass file; // file for reading the INI file
|
||
char buf[128]; // for reading an INI entry
|
||
char *tbuffer; // Accumulation buffer of trigger IDs.
|
||
int len; // Length of data in buffer.
|
||
TriggerClass *trigger; // Working trigger pointer.
|
||
char *item; // for adding to list box
|
||
char *eventptr;
|
||
char *actionptr;
|
||
char *houseptr;
|
||
int i;
|
||
/*........................................................................
|
||
Buttons
|
||
........................................................................*/
|
||
ControlClass *commands = NULL; // the button list
|
||
|
||
CheckListClass triggerlist (TRIGGER_LIST,
|
||
D_LIST_X, D_LIST_Y, D_LIST_W, D_LIST_H,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
Hires_Retrieve("BTN-UP.SHP"),
|
||
Hires_Retrieve("BTN-DN.SHP"));
|
||
|
||
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
|
||
|
||
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
|
||
|
||
Set_Logic_Page(SeenBuff);
|
||
|
||
/*------------------------------------------------------------------------
|
||
Read the MASTER.INI file
|
||
------------------------------------------------------------------------*/
|
||
/*........................................................................
|
||
Read the file into the staging buffer
|
||
........................................................................*/
|
||
inibuf = new char [30000];
|
||
memset(inibuf, '\0', 30000);
|
||
file.Set_Name("MASTER.INI");
|
||
if (!file.Is_Available()) {
|
||
file.Close();
|
||
delete [] inibuf;
|
||
return(-1);
|
||
} else {
|
||
file.Read(inibuf, 30000 - 1);
|
||
}
|
||
file.Close();
|
||
|
||
/*........................................................................
|
||
Read all entry names in the Triggers section into a temp buffer
|
||
........................................................................*/
|
||
len = strlen(inibuf) + 2;
|
||
tbuffer = inibuf + len;
|
||
WWGetPrivateProfileString(TriggerClass::INI_Name(), NULL, NULL, tbuffer,
|
||
30000 - len, inibuf);
|
||
|
||
/*........................................................................
|
||
For each entry in the INI section:
|
||
- Get the entry
|
||
- Generate a string describing the trigger
|
||
- Add that string to the list box
|
||
- Add a ptr to the INI entry name to our 'trignames' list
|
||
........................................................................*/
|
||
while (*tbuffer != '\0') {
|
||
WWGetPrivateProfileString(TriggerClass::INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, inibuf);
|
||
item = new char [60];
|
||
|
||
/*
|
||
** Parse the INI entry
|
||
*/
|
||
eventptr = strtok(buf,",");
|
||
actionptr = strtok(NULL,",");
|
||
strtok(NULL,",");
|
||
houseptr = strtok(NULL,",");
|
||
|
||
/*
|
||
** Generate the descriptive string
|
||
*/
|
||
sprintf(item, " %s\t%s\t%s\t", tbuffer, eventptr, actionptr);
|
||
|
||
/*
|
||
** Add house name if needed
|
||
*/
|
||
if (TriggerClass::Event_Need_House(TriggerClass::Event_From_Name(eventptr))) {
|
||
HousesType house = HouseTypeClass::From_Name(houseptr);
|
||
if (house != HOUSE_NONE) {
|
||
strcat(item, HouseTypeClass::As_Reference(house).Suffix);
|
||
} else {
|
||
strcat(item, "!!!");
|
||
}
|
||
} else {
|
||
strcat(item," ");
|
||
}
|
||
|
||
/*
|
||
** Add the item to the list box
|
||
*/
|
||
triggerlist.Add_Item(item);
|
||
|
||
/*
|
||
** Add the name to our internal name list
|
||
*/
|
||
trignames.Add(tbuffer);
|
||
|
||
tbuffer += strlen(tbuffer)+1;
|
||
}
|
||
|
||
/*
|
||
............................ Create the list .............................
|
||
*/
|
||
commands = &triggerlist;
|
||
okbtn.Add_Tail(*commands);
|
||
cancelbtn.Add_Tail(*commands);
|
||
|
||
/*
|
||
------------------------ Init tab stops for list -------------------------
|
||
*/
|
||
triggerlist.Set_Tabs(tabs);
|
||
|
||
/*
|
||
-------------------------- Main Processing Loop --------------------------
|
||
*/
|
||
display = REDRAW_ALL;
|
||
process = true;
|
||
while (process) {
|
||
|
||
/*
|
||
** If we have just received input focus again after running in the background then
|
||
** we need to redraw.
|
||
*/
|
||
if (AllSurfaces.SurfacesRestored){
|
||
AllSurfaces.SurfacesRestored=FALSE;
|
||
display=REDRAW_ALL;
|
||
}
|
||
|
||
/*
|
||
........................ Invoke game callback .........................
|
||
*/
|
||
Call_Back();
|
||
/*
|
||
...................... Refresh display if needed ......................
|
||
*/
|
||
if (display) {
|
||
/*
|
||
...................... Display the dialog box ......................
|
||
*/
|
||
Hide_Mouse();
|
||
if (display >= REDRAW_BACKGROUND) {
|
||
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
|
||
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
|
||
/*
|
||
....................... Draw the captions .......................
|
||
*/
|
||
Fancy_Text_Print("Import Triggers", D_DIALOG_CX, D_DIALOG_Y + D_MARGIN,
|
||
CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
}
|
||
/*
|
||
........................ Redraw the buttons ........................
|
||
*/
|
||
if (display >= REDRAW_BUTTONS)
|
||
commands->Flag_List_To_Redraw();
|
||
Show_Mouse();
|
||
display = REDRAW_NONE;
|
||
}
|
||
|
||
/*
|
||
........................... Get user input ............................
|
||
*/
|
||
input = commands->Input();
|
||
|
||
/*
|
||
............................ Process input ............................
|
||
*/
|
||
switch (input) {
|
||
case (TRIGGER_LIST | KN_BUTTON):
|
||
break;
|
||
|
||
case (KN_RETURN):
|
||
case (BUTTON_OK | KN_BUTTON):
|
||
process = false;
|
||
break;
|
||
|
||
case (KN_ESC):
|
||
case (BUTTON_CANCEL | KN_BUTTON):
|
||
cancel = true;
|
||
process = false;
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
--------------------------- Redraw the display ---------------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
|
||
/*........................................................................
|
||
Re-parse the INI section; if any item is checked in the list box, create
|
||
that trigger for this scenario.
|
||
........................................................................*/
|
||
if (!cancel) {
|
||
tbuffer = inibuf + len;
|
||
i = 0;
|
||
while (*tbuffer != '\0') {
|
||
|
||
/*
|
||
** If this item is checked on the list, create a new trigger
|
||
** and fill it in.
|
||
*/
|
||
if (triggerlist.Is_Checked(i)) {
|
||
WWGetPrivateProfileString(TriggerClass::INI_Name(), tbuffer, NULL,
|
||
buf, sizeof(buf)-1, inibuf);
|
||
|
||
trigger = new TriggerClass();
|
||
trigger->Fill_In(tbuffer, buf);
|
||
|
||
if (trigger->House != HOUSE_NONE)
|
||
HouseTriggers[trigger->House].Add(trigger);
|
||
}
|
||
|
||
tbuffer += strlen(tbuffer)+1;
|
||
i++;
|
||
}
|
||
}
|
||
|
||
|
||
/*........................................................................
|
||
Clean up memory
|
||
........................................................................*/
|
||
trignames.Clear();
|
||
while (triggerlist.Count()) {
|
||
item = (char *)triggerlist.Get_Item(0);
|
||
triggerlist.Remove_Item(item);
|
||
delete [] item;
|
||
}
|
||
delete [] inibuf;
|
||
|
||
if (cancel) {
|
||
return(-1);
|
||
} else {
|
||
return(0);
|
||
}
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* MapEditClass::Import_Teams -- lets the user import teams *
|
||
* *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
|
||
* <20> Teams <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
|
||
* <20> <20> Name House Class:Count,Class:Count <20><18> <20> *
|
||
* <20> <20> Name House Class:Count,Class:Count <20>Ĵ <20> *
|
||
* <20> <20> Name House Class:Count,Class:Count <20> <20> <20> *
|
||
* <20> <20> Name House Class:Count,Class:Count <20> <20> <20> *
|
||
* <20> <20> <20> <20> <20> *
|
||
* <20> <20> <20> <20> <20> *
|
||
* <20> <20> <20>Ĵ <20> *
|
||
* <20> <20> <20><19> <20> *
|
||
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
|
||
* <20> <20> *
|
||
* <20> [OK] [Cancel] <20> *
|
||
* <20> <20> *
|
||
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* 0 = OK, -1 = user cancelled *
|
||
* *
|
||
* WARNINGS: *
|
||
* Uses HIDBUFF. *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/08/1994 BR : Created. *
|
||
*=========================================================================*/
|
||
int MapEditClass::Import_Teams(void)
|
||
{
|
||
/*........................................................................
|
||
Dialog & button dimensions
|
||
........................................................................*/
|
||
enum {
|
||
D_DIALOG_W = 528,
|
||
D_DIALOG_H = 290,
|
||
D_DIALOG_X = ((640 - D_DIALOG_W) / 2),
|
||
D_DIALOG_Y = ((400 - D_DIALOG_H) / 2),
|
||
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
|
||
|
||
D_TXT8_H = 22,
|
||
D_MARGIN = 14,
|
||
|
||
D_LIST_W = 500,
|
||
D_LIST_H = 208,
|
||
D_LIST_X = D_DIALOG_X + D_MARGIN,
|
||
D_LIST_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H,
|
||
|
||
D_OK_W = 90,
|
||
D_OK_H = 18,
|
||
D_OK_X = D_DIALOG_CX - D_OK_W - 5,
|
||
D_OK_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
|
||
|
||
D_CANCEL_W = 90,
|
||
D_CANCEL_H = 18,
|
||
D_CANCEL_X = D_DIALOG_CX + 5,
|
||
D_CANCEL_Y = D_DIALOG_Y + D_DIALOG_H - D_MARGIN - D_OK_H,
|
||
|
||
TEAMTXT_LEN = 43, // max length of a team entry
|
||
};
|
||
/*........................................................................
|
||
Button enumerations:
|
||
........................................................................*/
|
||
enum {
|
||
TEAM_LIST=100,
|
||
BUTTON_OK,
|
||
BUTTON_CANCEL,
|
||
};
|
||
/*........................................................................
|
||
Redraw values: in order from "top" to "bottom" layer of the dialog
|
||
........................................................................*/
|
||
typedef enum {
|
||
REDRAW_NONE = 0,
|
||
REDRAW_BUTTONS,
|
||
REDRAW_BACKGROUND,
|
||
REDRAW_ALL = REDRAW_BACKGROUND
|
||
} RedrawType;
|
||
/*........................................................................
|
||
Dialog variables:
|
||
........................................................................*/
|
||
RedrawType display; // requested redraw level
|
||
bool process; // loop while true
|
||
KeyNumType input; // user input
|
||
bool cancel = false;
|
||
static int tabs[] = {120, 180}; // list box tab stops
|
||
DynamicVectorClass<char *> teamnames; // list of INI team names
|
||
char *inibuf; // working INI buffer
|
||
CCFileClass file; // file for reading the INI file
|
||
char buf[128]; // for reading an INI entry
|
||
char *tbuffer; // Accumulation buffer of team IDs.
|
||
int len; // Length of data in buffer.
|
||
TeamTypeClass *team; // Working team pointer.
|
||
char *item; // for adding to list box
|
||
char *houseptr;
|
||
char *classptr;
|
||
int numclasses;
|
||
int i;
|
||
/*........................................................................
|
||
Buttons
|
||
........................................................................*/
|
||
ControlClass *commands = NULL; // the button list
|
||
|
||
CheckListClass teamlist (TEAM_LIST,
|
||
D_LIST_X, D_LIST_Y, D_LIST_W, D_LIST_H,
|
||
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
Hires_Retrieve("BTN-UP.SHP"),
|
||
Hires_Retrieve("BTN-DN.SHP"));
|
||
|
||
TextButtonClass okbtn (BUTTON_OK, TXT_OK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
|
||
|
||
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
|
||
D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
|
||
|
||
Set_Logic_Page(SeenBuff);
|
||
|
||
/*------------------------------------------------------------------------
|
||
Read the MASTER.INI file
|
||
------------------------------------------------------------------------*/
|
||
/*........................................................................
|
||
Read the file into the staging buffer
|
||
........................................................................*/
|
||
inibuf = new char [30000];
|
||
memset(inibuf, '\0', 30000);
|
||
file.Set_Name("MASTER.INI");
|
||
if (!file.Is_Available()) {
|
||
file.Close();
|
||
delete [] inibuf;
|
||
return(-1);
|
||
} else {
|
||
file.Read(inibuf, 30000 - 1);
|
||
}
|
||
|
||
file.Close();
|
||
/*........................................................................
|
||
Read all entry names in the TeamTypes section into a temp buffer
|
||
........................................................................*/
|
||
len = strlen(inibuf) + 2;
|
||
tbuffer = inibuf + len;
|
||
WWGetPrivateProfileString(TeamTypeClass::INI_Name(), NULL, NULL, tbuffer,
|
||
30000 - len, inibuf);
|
||
|
||
/*........................................................................
|
||
For each entry in the INI section:
|
||
- Get the entry
|
||
- Generate a string describing the team
|
||
- Add that string to the list box
|
||
- Add a ptr to the INI entry name to our 'teamnames' list
|
||
........................................................................*/
|
||
while (*tbuffer != '\0') {
|
||
WWGetPrivateProfileString(TeamTypeClass::INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, inibuf);
|
||
item = new char [60];
|
||
|
||
/*
|
||
** Parse the INI entry
|
||
*/
|
||
houseptr = strtok(buf,",");
|
||
for (i = 0; i < 9; i++) {
|
||
strtok(NULL,",");
|
||
}
|
||
numclasses = atoi(strtok(NULL,","));
|
||
|
||
/*
|
||
** Generate the descriptive string
|
||
*/
|
||
sprintf(item," %s\t",tbuffer);
|
||
HousesType house = HouseTypeClass::From_Name(houseptr);
|
||
if (house != HOUSE_NONE) {
|
||
strcat(item, HouseTypeClass::As_Reference(house).Suffix);
|
||
} else {
|
||
strcat(item, "!!!");
|
||
}
|
||
strcat(item, "\t");
|
||
|
||
classptr = strtok(NULL,",");
|
||
for (i = 0; i < numclasses; i++) {
|
||
if (strlen(item) + strlen(classptr) < 60) {
|
||
strcat(item,classptr);
|
||
classptr = strtok(NULL,",");
|
||
} else {
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Add the item to the list box
|
||
*/
|
||
teamlist.Add_Item(item);
|
||
/*
|
||
** Add the name to our internal name list
|
||
*/
|
||
teamnames.Add(tbuffer);
|
||
|
||
tbuffer += strlen(tbuffer)+1;
|
||
}
|
||
|
||
/*
|
||
............................ Create the list .............................
|
||
*/
|
||
commands = &teamlist;
|
||
okbtn.Add_Tail(*commands);
|
||
cancelbtn.Add_Tail(*commands);
|
||
|
||
/*
|
||
------------------------ Init tab stops for list -------------------------
|
||
*/
|
||
teamlist.Set_Tabs(tabs);
|
||
|
||
/*
|
||
-------------------------- Main Processing Loop --------------------------
|
||
*/
|
||
display = REDRAW_ALL;
|
||
process = true;
|
||
while (process) {
|
||
|
||
/*
|
||
** If we have just received input focus again after running in the background then
|
||
** we need to redraw.
|
||
*/
|
||
if (AllSurfaces.SurfacesRestored){
|
||
AllSurfaces.SurfacesRestored=FALSE;
|
||
display=REDRAW_ALL;
|
||
}
|
||
|
||
/*
|
||
........................ Invoke game callback .........................
|
||
*/
|
||
Call_Back();
|
||
/*
|
||
...................... Refresh display if needed ......................
|
||
*/
|
||
if (display) {
|
||
/*
|
||
...................... Display the dialog box ......................
|
||
*/
|
||
Hide_Mouse();
|
||
if (display >= REDRAW_BACKGROUND) {
|
||
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
|
||
Draw_Caption(TXT_NONE, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
|
||
/*
|
||
....................... Draw the captions .......................
|
||
*/
|
||
Fancy_Text_Print("Import Teams", D_DIALOG_CX, D_DIALOG_Y + D_MARGIN,
|
||
CC_GREEN, TBLACK,
|
||
TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
|
||
}
|
||
/*
|
||
........................ Redraw the buttons ........................
|
||
*/
|
||
if (display >= REDRAW_BUTTONS)
|
||
commands->Flag_List_To_Redraw();
|
||
Show_Mouse();
|
||
display = REDRAW_NONE;
|
||
}
|
||
|
||
/*
|
||
........................... Get user input ............................
|
||
*/
|
||
input = commands->Input();
|
||
|
||
/*
|
||
............................ Process input ............................
|
||
*/
|
||
switch (input) {
|
||
case (TEAM_LIST | KN_BUTTON):
|
||
break;
|
||
|
||
case (KN_RETURN):
|
||
case (BUTTON_OK | KN_BUTTON):
|
||
process = false;
|
||
break;
|
||
|
||
case (KN_ESC):
|
||
case (BUTTON_CANCEL | KN_BUTTON):
|
||
cancel = true;
|
||
process = false;
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
--------------------------- Redraw the display ---------------------------
|
||
*/
|
||
HiddenPage.Clear();
|
||
Flag_To_Redraw(true);
|
||
Render();
|
||
|
||
/*........................................................................
|
||
Re-parse the INI section; if any item is checked in the list box, create
|
||
that team for this scenario.
|
||
........................................................................*/
|
||
if (!cancel) {
|
||
tbuffer = inibuf + len;
|
||
i = 0;
|
||
while (*tbuffer != '\0') {
|
||
/*
|
||
** If this item is checked on the list, create a new team
|
||
** and fill it in.
|
||
*/
|
||
if (teamlist.Is_Checked(i)) {
|
||
WWGetPrivateProfileString(TeamTypeClass::INI_Name(), tbuffer, NULL,
|
||
buf, sizeof(buf)-1, inibuf);
|
||
|
||
team = new TeamTypeClass();
|
||
team->Fill_In(tbuffer,buf);
|
||
}
|
||
|
||
tbuffer += strlen(tbuffer)+1;
|
||
i++;
|
||
}
|
||
}
|
||
|
||
/*........................................................................
|
||
Clean up memory
|
||
........................................................................*/
|
||
teamnames.Clear();
|
||
while (teamlist.Count()) {
|
||
item = (char *)teamlist.Get_Item(0);
|
||
teamlist.Remove_Item(item);
|
||
delete [] item;
|
||
}
|
||
delete [] inibuf;
|
||
|
||
if (cancel) {
|
||
return(-1);
|
||
} else {
|
||
return(0);
|
||
}
|
||
}
|
||
|
||
#endif
|