589 lines
19 KiB
C++
589 lines
19 KiB
C++
/*
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** Command & Conquer Red Alert(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /CounterStrike/MAPEDSEL.CPP 1 3/03/97 10:25a 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 : MAPEDSEL.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 : April 30, 1996 [JLB] *
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* *
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*-------------------------------------------------------------------------*
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* Object-selection & manipulation routines *
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*-------------------------------------------------------------------------*
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* Functions: *
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* MapEditClass::Change_House -- changes CurrentObject's house *
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* MapEditClass::Grab_Object -- grabs the current object *
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* MapEditClass::Move_Grabbed_Object -- moves the grabbed object *
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* MapEditClass::Popup_Controls -- shows/hides the pop-up object controls*
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* MapEditClass::Select_Next -- selects next object on the map *
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* MapEditClass::Select_Object -- selects an object for processing *
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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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* Select_Object -- selects an object for processing *
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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 = object selected, -1 = none *
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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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* 11/04/1994 BR : Created. *
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*=========================================================================*/
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int MapEditClass::Select_Object(void)
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{
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ObjectClass * object=NULL; // Generic object clicked on.
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int x,y;
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CELL cell; // Cell that was selected.
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int rc=0;
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/*
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** See if an object was clicked on
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*/
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x = Keyboard->MouseQX;
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y = Keyboard->MouseQY;
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/*
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** Get cell for x,y
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*/
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cell = Click_Cell_Calc(x, y);
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/*
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** Convert x,y to offset from cell upper-left
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*/
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x = (x-TacPixelX) % ICON_PIXEL_W;
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y = (y-TacPixelY) % ICON_PIXEL_H;
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/*
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** Get object at that x,y
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*/
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object = Cell_Object(cell, x, y);
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/*
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** If no object, unselect the current one
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*/
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if (!object) {
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if (CurrentObject.Count()) {
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/*
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** Unselect all current objects
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*/
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Unselect_All();
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/*
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** Turn off object controls
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*/
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Popup_Controls();
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}
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rc = -1;
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} else {
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/*
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** Select object only if it's different
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*/
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if (!CurrentObject.Count() || (CurrentObject.Count() && object != CurrentObject[0])) {
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/*
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** Unselect all current objects
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*/
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Unselect_All();
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object->Select();
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/*
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** Set mouse shape back to normal
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*/
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Set_Default_Mouse(MOUSE_NORMAL);
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Override_Mouse_Shape(MOUSE_NORMAL);
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/*
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** Show the popup controls
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*/
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Popup_Controls();
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}
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}
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/*
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** Force map to redraw
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*/
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HidPage.Clear();
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Flag_To_Redraw(true);
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return(rc);
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}
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/***************************************************************************
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* MapEditClass::Select_Next -- selects next object on the map *
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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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* none *
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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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* 11/22/1994 BR : Created. *
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*=========================================================================*/
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void MapEditClass::Select_Next(void)
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{
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ObjectClass * obj;
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CELL obj_cell;
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int smap_w; // screen map width in icons
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int smap_h; // screen map height in icons
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int cell_x; // cell-x of next object
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int cell_y; // cell-y of next object
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int tcell_x; // cell-x of TacticalCell
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int tcell_y; // cell-y of TacticalCell
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/*
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** Get next object on the map
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*/
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obj = Map.Next_Object(CurrentObject[0]);
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if (obj) {
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/*
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** Unselect current object if there is one
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*/
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Unselect_All();
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/*
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** Select this object
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*/
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obj->Select();
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}
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/*
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** Restore mouse shape to normal
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*/
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Set_Default_Mouse(MOUSE_NORMAL);
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Override_Mouse_Shape(MOUSE_NORMAL);
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/*
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** Show pop-up controls
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*/
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Popup_Controls();
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/*
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** Make sure object is shown on the screen
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*/
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/*
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** compute screen map dimensions
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*/
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smap_w = Lepton_To_Cell(TacLeptonWidth);
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smap_h = Lepton_To_Cell(TacLeptonHeight);
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/*
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** compute x,y of object's cell
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*/
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obj_cell = Coord_Cell(CurrentObject[0]->Coord);
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cell_x = Cell_X(obj_cell);
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cell_y = Cell_Y(obj_cell);
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tcell_x = Coord_XCell(TacticalCoord);
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tcell_y = Coord_YCell(TacticalCoord);
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/*
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** If object is off-screen, move map
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*/
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if (cell_x < tcell_x) {
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tcell_x = cell_x;
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} else {
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if (cell_x >= tcell_x + smap_w) {
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tcell_x = cell_x - smap_w + 1;
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}
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}
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if (cell_y < tcell_y) {
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tcell_y = cell_y;
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} else {
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if (cell_y >= tcell_y + smap_h) {
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tcell_y = cell_y - smap_h + 1;
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}
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}
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ScenarioInit++;
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Set_Tactical_Position(XY_Coord(Cell_To_Lepton(tcell_x), Cell_To_Lepton(tcell_y)));
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ScenarioInit--;
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/*
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** Force map to redraw
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*/
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HidPage.Clear();
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Flag_To_Redraw(true);
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}
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/***************************************************************************
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* MapEditClass::Popup_Controls -- shows/hides the pop-up object controls *
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* *
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* Call this routine whenever the CurrentObject changes. The routine will *
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* selectively enable or disable the popup controls based on whether *
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* CurrentObject is NULL, or if it's a Techno object, or what type of *
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* Techno object it is. *
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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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* none. *
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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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* 11/22/1994 BR : Created. *
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* 04/30/1996 JLB : Revamped for new buttons and stuff. *
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*=========================================================================*/
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void MapEditClass::Popup_Controls(void)
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{
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const TechnoTypeClass * objtype = NULL;
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HousesType owner; // object's current owner
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int mission_index; // object's current mission
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int strength; // object's 0-255 strength value
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int i;
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/*
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** Remove all buttons from GScreen's button list (so none of them provide
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** input any more); then, destroy the list by Zapping each button. Then,
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** we'll have to add at least the MapArea button back to the Input button
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** list before we return, plus any other buttons to process input for. We
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** always must add MapArea LAST in the list, so it doesn't intercept the
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** other buttons' input.
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*/
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Remove_A_Button(*HouseList);
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Remove_A_Button(*MissionList);
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Remove_A_Button(*HealthGauge);
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Remove_A_Button(*HealthText);
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Remove_A_Button(*FacingDial);
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Remove_A_Button(*BaseGauge);
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Remove_A_Button(*BaseLabel);
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Remove_A_Button(*MapArea);
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Remove_A_Button(*Sellable);
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Remove_A_Button(*Rebuildable);
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/*
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** If no current object, hide the list
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*/
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if (!CurrentObject.Count()) {
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Add_A_Button(*BaseGauge);
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Add_A_Button(*BaseLabel);
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Add_A_Button(*MapArea);
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return;
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}
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/*
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** If not Techno, no need for editing buttons
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*/
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if (!CurrentObject[0]->Is_Techno()) {
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Add_A_Button(*BaseGauge);
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Add_A_Button(*BaseLabel);
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Add_A_Button(*MapArea);
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return;
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}
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objtype = (TechnoTypeClass const *)&CurrentObject[0]->Class_Of();
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/*
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** Get object's current values
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*/
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owner = CurrentObject[0]->Owner();
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mission_index = 0;
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for (i = 0; i < NUM_EDIT_MISSIONS; i++) {
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if (CurrentObject[0]->Get_Mission() == MapEditMissions[i]) {
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mission_index = i;
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}
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}
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strength = CurrentObject[0]->Health_Ratio()*256;
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switch (objtype->What_Am_I()) {
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case RTTI_VESSELTYPE:
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case RTTI_UNITTYPE:
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case RTTI_INFANTRYTYPE:
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case RTTI_AIRCRAFTTYPE:
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MissionList->Set_Selected_Index(mission_index);
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HealthGauge->Set_Value(strength);
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sprintf(HealthBuf, "%d", CurrentObject[0]->Strength);
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FacingDial->Set_Direction(((TechnoClass *)CurrentObject[0])->PrimaryFacing);
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/*
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** Make the list.
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*/
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Add_A_Button(*HealthGauge);
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Add_A_Button(*HouseList);
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HouseList->Set_Selected_Index(owner);
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Add_A_Button(*MissionList);
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Add_A_Button(*HealthText);
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Add_A_Button(*FacingDial);
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break;
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case RTTI_BUILDINGTYPE:
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HealthGauge->Set_Value(strength);
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sprintf(HealthBuf, "%d", CurrentObject[0]->Strength);
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Add_A_Button(*HealthGauge);
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Add_A_Button(*HouseList);
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HouseList->Set_Selected_Index(owner);
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Add_A_Button(*HealthText);
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Add_A_Button(*Sellable);
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if (((BuildingClass*)CurrentObject[0])->IsAllowedToSell) {
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Sellable->Turn_On();
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} else {
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Sellable->Turn_Off();
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}
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Add_A_Button(*Rebuildable);
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if (((BuildingClass*)CurrentObject[0])->IsToRebuild) {
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Rebuildable->Turn_On();
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} else {
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Rebuildable->Turn_Off();
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}
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if (objtype->IsTurretEquipped) {
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FacingDial->Set_Direction(((TechnoClass *) CurrentObject[0])->PrimaryFacing);
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Add_A_Button(*FacingDial);
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}
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break;
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}
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/*
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** Add the map area last, so it's "underneath" the other buttons, and won't
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** intercept input for those buttons.
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*/
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Add_A_Button(*BaseGauge);
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Add_A_Button(*BaseLabel);
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Add_A_Button(*MapArea);
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}
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/***************************************************************************
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* MapEditClass::Grab_Object -- grabs the current object *
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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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* none. *
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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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* 11/07/1994 BR : Created. *
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*=========================================================================*/
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void MapEditClass::Grab_Object(void)
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{
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CELL cell;
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if (CurrentObject.Count()) {
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GrabbedObject = CurrentObject[0];
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/*
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** Find out which cell 'ZoneCell' is in relation to the object's current cell
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*/
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cell = Coord_Cell(GrabbedObject->Coord);
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GrabOffset = cell - ZoneCell;
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}
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}
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/***************************************************************************
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* MapEditClass::Move_Grabbed_Object -- moves the grabbed object *
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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 = object moved, -1 = it didn't *
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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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* 11/07/1994 BR : Created. *
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*=========================================================================*/
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int MapEditClass::Move_Grabbed_Object(void)
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{
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COORDINATE new_coord = 0;
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int retval = -1;
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/*
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** Lift up the object
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*/
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GrabbedObject->Mark(MARK_UP);
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/*
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** If infantry, use a free spot in this cell
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*/
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if (GrabbedObject->Is_Infantry()) {
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if (Is_Spot_Free(Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y()))) {
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new_coord = Closest_Free_Spot(Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y()));
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/*
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** Clear the occupied bit in this infantry's cell.
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*/
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((InfantryClass *)GrabbedObject)->Clear_Occupy_Bit(GrabbedObject->Coord);
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} else {
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new_coord = NULL;
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}
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} else {
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/*
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** Non-infantry: use cell's center coordinate
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*/
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new_coord = Cell_Coord(ZoneCell + GrabOffset);
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if (GrabbedObject->What_Am_I() == RTTI_BUILDING ||
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GrabbedObject->What_Am_I() == RTTI_TERRAIN) {
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new_coord = Coord_Whole(new_coord);
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}
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/*
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** Try to place object at new coordinate
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*/
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if (GrabbedObject->Can_Enter_Cell(Coord_Cell(new_coord)) != MOVE_OK) {
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new_coord = NULL;
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}
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}
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if (new_coord != NULL) {
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/*
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** If this object is part of the AI's Base list, change the coordinate
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** in the Base's Node list.
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*/
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if (GrabbedObject->What_Am_I()==RTTI_BUILDING &&
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Base.Get_Node((BuildingClass *)GrabbedObject))
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Base.Get_Node((BuildingClass *)GrabbedObject)->Cell = Coord_Cell(new_coord);
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GrabbedObject->Coord = new_coord;
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retval = 0;
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}
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GrabbedObject->Mark(MARK_DOWN);
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/*
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** For infantry, set the bit in its new cell marking that spot as occupied.
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*/
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if (GrabbedObject->Is_Infantry()) {
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((InfantryClass *)GrabbedObject)->Set_Occupy_Bit(new_coord);
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}
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/*
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** Re-select the object, and reset the mouse pointer
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*/
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Set_Default_Mouse(MOUSE_NORMAL);
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Override_Mouse_Shape(MOUSE_NORMAL);
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Flag_To_Redraw(true);
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return(retval);
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}
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/***************************************************************************
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* MapEditClass::Change_House -- changes CurrentObject's house *
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* *
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* INPUT: *
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* newhouse house to change to *
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* *
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* OUTPUT: *
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* 1 = house was changed, 0 = it wasn't *
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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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* 11/17/1994 BR : Created. *
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*=========================================================================*/
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bool MapEditClass::Change_House(HousesType newhouse)
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{
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TechnoClass *tp;
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/*
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** Return if no current object
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*/
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if (!CurrentObject.Count()) {
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return(false);
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}
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/*
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** Only techno objects can be owned by a house; return if not a techno
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*/
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if (!CurrentObject[0]->Is_Techno()) {
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return(false);
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}
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/*
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** You can't change the house if the object is part of the AI's Base.
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*/
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if (CurrentObject[0]->What_Am_I()==RTTI_BUILDING && Base.Is_Node((BuildingClass *)CurrentObject[0])) {
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return(false);
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}
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/*
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** Verify that the target house exists
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*/
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if (HouseClass::As_Pointer(newhouse)==NULL) {
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return(false);
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}
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/*
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** Verify that this is a valid owner
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*/
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// if (!Verify_House(newhouse, &CurrentObject[0]->Class_Of())) {
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// return(false);
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// }
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/*
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** Change the house
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*/
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tp = (TechnoClass *)CurrentObject[0];
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tp->House = HouseClass::As_Pointer(newhouse);
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|
tp->IsOwnedByPlayer = false;
|
|
if (tp->House == PlayerPtr) {
|
|
tp->IsOwnedByPlayer = true;
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
|
|
|
|
#endif
|