345 lines
11 KiB
C++
345 lines
11 KiB
C++
![]() |
/*
|
||
|
** Command & Conquer Red Alert(tm)
|
||
|
** Copyright 2025 Electronic Arts Inc.
|
||
|
**
|
||
|
** This program is free software: you can redistribute it and/or modify
|
||
|
** it under the terms of the GNU General Public License as published by
|
||
|
** the Free Software Foundation, either version 3 of the License, or
|
||
|
** (at your option) any later version.
|
||
|
**
|
||
|
** This program is distributed in the hope that it will be useful,
|
||
|
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
** GNU General Public License for more details.
|
||
|
**
|
||
|
** You should have received a copy of the GNU General Public License
|
||
|
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
*/
|
||
|
|
||
|
/* $Header: /CounterStrike/MAPEDIT.H 1 3/03/97 10:25a Joe_bostic $ */
|
||
|
/***********************************************************************************************
|
||
|
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
||
|
***********************************************************************************************
|
||
|
* *
|
||
|
* Project Name : Command & Conquer *
|
||
|
* *
|
||
|
* File Name : MAPEDIT.H *
|
||
|
* *
|
||
|
* Programmer : Joe L. Bostic *
|
||
|
* *
|
||
|
* Start Date : May 14, 1994 *
|
||
|
* *
|
||
|
* Last Update : May 14, 1994 [JLB] *
|
||
|
* *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* This class is derived from the normal display map class. It exists *
|
||
|
* only to allow editing and adding items to the map. *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* House-setting functions: The editor contains several house maintenance routines: *
|
||
|
* Verify_House: tells if the given ObjectType can be owned by the given HousesType *
|
||
|
* Cycle_House: Finds the next valid house for the given ObjectType; used when a new object *
|
||
|
* can't be owned by the current editor HousesType. *
|
||
|
* Change_House: attempts to change the owner of the currently-selected object *
|
||
|
* Toggle_House: cycles the HousesType of a pending placement object *
|
||
|
* Set_House_Buttons: sets house buttons in accordance with the given HousesType *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||
|
|
||
|
#ifndef MAPEDIT_H
|
||
|
#define MAPEDIT_H
|
||
|
|
||
|
#include "function.h"
|
||
|
|
||
|
/*
|
||
|
** This is the maximum # of ObjectTypeClasses the editor has to deal with.
|
||
|
*/
|
||
|
enum MapEdit1Enum {
|
||
|
MAX_EDIT_OBJECTS = // max # of ObjectTypeClasses allowed
|
||
|
(int)TEMPLATE_COUNT +
|
||
|
(int)OVERLAY_COUNT +
|
||
|
(int)SMUDGE_COUNT +
|
||
|
(int)TERRAIN_COUNT +
|
||
|
(int)UNIT_COUNT +
|
||
|
(int)INFANTRY_COUNT +
|
||
|
(int)VESSEL_COUNT +
|
||
|
(int)STRUCT_COUNT,
|
||
|
|
||
|
MAX_TEAM_CLASSES = // max # ObjectTypeClasses for a team
|
||
|
(int)UNIT_COUNT +
|
||
|
(int)INFANTRY_COUNT +
|
||
|
(int)AIRCRAFT_COUNT,
|
||
|
|
||
|
// NUM_EDIT_MISSIONS = 6, // # missions that can be assigned an object
|
||
|
|
||
|
NUM_EDIT_CLASSES = 9, // # different classes (templates, terrain, etc)
|
||
|
|
||
|
MAX_MAIN_MENU_NUM = 8,
|
||
|
MAX_MAIN_MENU_LEN = 20,
|
||
|
|
||
|
MAX_AI_MENU_NUM = 6,
|
||
|
MAX_AI_MENU_LEN = 20,
|
||
|
|
||
|
POPUP_HOUSE_X=10,
|
||
|
POPUP_HOUSE_Y=100,
|
||
|
POPUP_HOUSE_W=60,
|
||
|
POPUP_HOUSE_H=(190-100),
|
||
|
|
||
|
// POPUP_GDI_W = 50,
|
||
|
// POPUP_GDI_H = 9,
|
||
|
// POPUP_GDI_X = 10,
|
||
|
// POPUP_GDI_Y = 160,
|
||
|
|
||
|
// POPUP_NOD_W = 50,
|
||
|
// POPUP_NOD_H = 9,
|
||
|
// POPUP_NOD_X = 10,
|
||
|
// POPUP_NOD_Y = 169,
|
||
|
|
||
|
// POPUP_NEUTRAL_W = 50,
|
||
|
// POPUP_NEUTRAL_H = 9,
|
||
|
// POPUP_NEUTRAL_X = 10,
|
||
|
// POPUP_NEUTRAL_Y = 178,
|
||
|
|
||
|
// POPUP_MULTI1_W = 25,
|
||
|
// POPUP_MULTI1_H = 9,
|
||
|
// POPUP_MULTI1_X = 10,
|
||
|
// POPUP_MULTI1_Y = 160,
|
||
|
|
||
|
// POPUP_MULTI2_W = 25,
|
||
|
// POPUP_MULTI2_H = 9,
|
||
|
// POPUP_MULTI2_X = 35,
|
||
|
// POPUP_MULTI2_Y = 160,
|
||
|
|
||
|
// POPUP_MULTI3_W = 25,
|
||
|
// POPUP_MULTI3_H = 9,
|
||
|
// POPUP_MULTI3_X = 10,
|
||
|
// POPUP_MULTI3_Y = 169,
|
||
|
|
||
|
// POPUP_MULTI4_W = 25,
|
||
|
// POPUP_MULTI4_H = 9,
|
||
|
// POPUP_MULTI4_X = 35,
|
||
|
// POPUP_MULTI4_Y = 169,
|
||
|
|
||
|
POPUP_MISSION_W = 80,
|
||
|
POPUP_MISSION_H = 40,
|
||
|
POPUP_MISSION_X = 70,
|
||
|
POPUP_MISSION_Y = 150,
|
||
|
|
||
|
POPUP_FACEBOX_W = 30,
|
||
|
POPUP_FACEBOX_H = 30,
|
||
|
POPUP_FACEBOX_X = 160,
|
||
|
POPUP_FACEBOX_Y = 160,
|
||
|
|
||
|
POPUP_HEALTH_W = 50,
|
||
|
POPUP_HEALTH_H = 10,
|
||
|
POPUP_HEALTH_X = 200,
|
||
|
POPUP_HEALTH_Y = 170,
|
||
|
|
||
|
POPUP_BASE_W = 50,
|
||
|
POPUP_BASE_H = 8,
|
||
|
POPUP_BASE_X = 300 - 50,
|
||
|
POPUP_BASE_Y = 0
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
** These are the button ID's for the pop-up object-editing gizmos.
|
||
|
** The house button ID's must be sequential, with a 1-to-1 correspondence to
|
||
|
** the HousesType values.
|
||
|
*/
|
||
|
enum MapEditButtonIDEnum{
|
||
|
POPUP_SPAIN=500,
|
||
|
POPUP_FIRST=POPUP_SPAIN,
|
||
|
POPUP_GREECE,
|
||
|
POPUP_USSR,
|
||
|
POPUP_ENGLAND,
|
||
|
POPUP_ITALY,
|
||
|
POPUP_GERMANY,
|
||
|
POPUP_FRANCE,
|
||
|
POPUP_TURKEY,
|
||
|
POPUP_HOUSELIST, // House selection list.
|
||
|
POPUP_SELLABLE, // Allowed to sell.
|
||
|
POPUP_REBUILDABLE, // Allowed to rebuild.
|
||
|
POPUP_MISSIONLIST, // list box for missions
|
||
|
POPUP_HEALTHGAUGE, // health of object
|
||
|
POPUP_FACINGDIAL, // object's facing
|
||
|
POPUP_BASEPERCENT, // Base's percent-built slider
|
||
|
MAP_AREA, // map as a click-able thingy
|
||
|
BUTTON_FLAG=0x8000
|
||
|
};
|
||
|
|
||
|
|
||
|
class TeamTypeClass;
|
||
|
|
||
|
class MapEditClass : public MouseClass
|
||
|
{
|
||
|
/*
|
||
|
** Public Interface
|
||
|
*/
|
||
|
public:
|
||
|
|
||
|
/*
|
||
|
** mapedit.cpp
|
||
|
*/
|
||
|
MapEditClass(void);
|
||
|
MapEditClass(NoInitClass const & x) : MouseClass(x) {};
|
||
|
bool Get_Waypoint_Name(char wayptname[]);
|
||
|
void Update_Waypoint(int waypt_index);
|
||
|
|
||
|
virtual void One_Time(void); // One-time init
|
||
|
virtual void Init_IO(void); // Inits button list
|
||
|
virtual void AI(KeyNumType &input, int x, int y);
|
||
|
virtual void Draw_It(bool forced = true);
|
||
|
virtual bool Scroll_Map(DirType facing, int & distance, bool really=true);
|
||
|
virtual void Read_INI(CCINIClass & ini);
|
||
|
virtual void Write_INI(CCINIClass & ini);
|
||
|
virtual void Detach(ObjectClass * object);
|
||
|
void Detach(TARGET target, bool all=true) {MouseClass::Detach(target, all);}
|
||
|
void Clear_List(void);
|
||
|
bool Add_To_List(ObjectTypeClass const *object);
|
||
|
void Main_Menu(void);
|
||
|
void AI_Menu(void);
|
||
|
bool Mouse_Moved(void);
|
||
|
bool Verify_House(HousesType house, ObjectTypeClass const * objtype);
|
||
|
HousesType Cycle_House(HousesType curhouse, ObjectTypeClass const * objtype);
|
||
|
// int Trigger_Needs_Team(TriggerClass *trigger);
|
||
|
void Fatal(int txt);
|
||
|
|
||
|
/*
|
||
|
** mapeddlg.cpp
|
||
|
*/
|
||
|
int New_Scenario(void);
|
||
|
int Load_Scenario(void);
|
||
|
int Save_Scenario(void);
|
||
|
int Pick_Scenario(char const * caption, int & scen_nump, ScenarioPlayerType & playerp, ScenarioDirType & dirp, ScenarioVarType & varp);
|
||
|
int Size_Map(int x, int y, int w, int h);
|
||
|
int Scenario_Dialog(void);
|
||
|
void Handle_Triggers(void);
|
||
|
int Select_Trigger(void);
|
||
|
|
||
|
/*
|
||
|
** mapedplc.cpp
|
||
|
*/
|
||
|
int Placement_Dialog(void);
|
||
|
void Start_Placement(void);
|
||
|
int Place_Object(void);
|
||
|
void Cancel_Placement(void);
|
||
|
void Place_Next(void);
|
||
|
void Place_Prev(void);
|
||
|
void Place_Next_Category(void);
|
||
|
void Place_Prev_Category(void);
|
||
|
void Place_Home(void);
|
||
|
void Toggle_House(void);
|
||
|
void Set_House_Buttons(HousesType house, GadgetClass *btnlist, int base_id);
|
||
|
void Start_Trigger_Placement(void);
|
||
|
void Stop_Trigger_Placement(void);
|
||
|
void Place_Trigger(void);
|
||
|
void Start_Base_Building(void);
|
||
|
void Cancel_Base_Building(void);
|
||
|
void Build_Base_To(int percent);
|
||
|
|
||
|
/*
|
||
|
** mapedsel.cpp
|
||
|
*/
|
||
|
int Select_Object(void);
|
||
|
void Select_Next(void);
|
||
|
void Popup_Controls(void);
|
||
|
void Grab_Object(void);
|
||
|
int Move_Grabbed_Object(void);
|
||
|
bool Change_House(HousesType newhouse);
|
||
|
|
||
|
/*
|
||
|
** mapedtm.cpp
|
||
|
*/
|
||
|
void Draw_Member(TechnoTypeClass const * ptr, int index, int quant, HousesType house);
|
||
|
void Handle_Teams(char const * caption);
|
||
|
int Select_Team(char const * caption);
|
||
|
int Team_Members(HousesType house);
|
||
|
|
||
|
/*
|
||
|
** Private Interface
|
||
|
*/
|
||
|
private:
|
||
|
/*
|
||
|
** This is the last-requested variation of a loaded/saved/new scenario.
|
||
|
*/
|
||
|
// ScenarioVarType ScenVar;
|
||
|
|
||
|
/*
|
||
|
** Array of all TypeClasses the user can add to the map; cleared by
|
||
|
** Clear_List(), added to by Add_To_List()
|
||
|
*/
|
||
|
ObjectTypeClass const * Objects[MAX_EDIT_OBJECTS];
|
||
|
int ObjCount; // # of objects in the Objects array
|
||
|
|
||
|
/*
|
||
|
** Last-selected object to place, and last-selected house of object
|
||
|
*/
|
||
|
int LastChoice; // index of item user picked last
|
||
|
HousesType LastHouse; // house of last item picked
|
||
|
|
||
|
/*
|
||
|
** Variables for grabbing/moving objects
|
||
|
*/
|
||
|
ObjectClass * GrabbedObject; // object "grabbed" with mouse
|
||
|
CELL GrabOffset; // offset to grabbed obj's upper-left
|
||
|
unsigned long LastClickTime; // time of last LMOUSE click
|
||
|
|
||
|
/*
|
||
|
** Number of each type of object in Objects, so we can switch categories
|
||
|
*/
|
||
|
int NumType[NUM_EDIT_CLASSES]; // # of each type of class:
|
||
|
// 0 = Template
|
||
|
// 1 = Overlay
|
||
|
// 2 = Smudge
|
||
|
// 3 = Terrain
|
||
|
// 4 = Unit
|
||
|
// 5 = Infantry
|
||
|
// 6 = Vessels
|
||
|
// 7 = Building
|
||
|
// 8 = Aircraft
|
||
|
|
||
|
/*
|
||
|
** The offset of each type of object within the Objects[] array
|
||
|
*/
|
||
|
int TypeOffset[NUM_EDIT_CLASSES]; // offsets within Objects[]
|
||
|
|
||
|
/*
|
||
|
** The "current" trigger for point-and-click trigger setting
|
||
|
*/
|
||
|
TriggerTypeClass * CurTrigger; // current trigger
|
||
|
|
||
|
/*
|
||
|
** The "current" team type for editing & associating with a trigger
|
||
|
*/
|
||
|
TeamTypeClass * CurTeam; // current team
|
||
|
|
||
|
/*
|
||
|
** Bitfields for flags & such
|
||
|
*/
|
||
|
unsigned Changed : 1; // 1 = changes are unsaved
|
||
|
unsigned LMouseDown : 1; // 1 = left mouse is held down
|
||
|
unsigned BaseBuilding : 1; // 1 = we're in base-building mode
|
||
|
|
||
|
/*
|
||
|
** Variables for pre-building a base
|
||
|
*/
|
||
|
// int BasePercent; // Percentage the base will be built
|
||
|
|
||
|
/*
|
||
|
** Variables for supporting the object-editing controls at screen bottom
|
||
|
*/
|
||
|
ListClass * HouseList;
|
||
|
ListClass * MissionList;
|
||
|
TriColorGaugeClass *HealthGauge;
|
||
|
Dial8Class *FacingDial;
|
||
|
ControlClass *MapArea;
|
||
|
TextLabelClass *HealthText;
|
||
|
TextButtonClass * Sellable;
|
||
|
TextButtonClass * Rebuildable;
|
||
|
static char HealthBuf[20];
|
||
|
GaugeClass *BaseGauge;
|
||
|
TextLabelClass *BaseLabel;
|
||
|
static MissionType MapEditMissions[];
|
||
|
};
|
||
|
|
||
|
#endif
|