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- /*
- ** Command & Conquer Generals Zero Hour(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/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: ControlBarCommandProcessing.cpp //////////////////////////////////////////////////////////
- // Author: Colin Day, March 2002
- // Desc: This file contain just the method responsible for processing the actual command
- // clicks from the window controls in the UI
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/BuildAssistant.h"
- #include "Common/Money.h"
- #include "Common/Player.h"
- #include "Common/PlayerList.h"
- #include "Common/Science.h"
- #include "Common/SpecialPower.h"
- #include "Common/ThingTemplate.h"
- #include "Common/Upgrade.h"
- #include "Common/PlayerTemplate.h"
- #include "GameClient/CommandXlat.h"
- #include "GameClient/ControlBar.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/Eva.h"
- #include "GameClient/GameClient.h"
- #include "GameClient/GadgetPushButton.h"
- #include "GameClient/GameWindow.h"
- #include "GameClient/GameWindowManager.h"
- #include "GameClient/InGameUI.h"
- #include "GameClient/AnimateWindowManager.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/ProductionUpdate.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- struct SelectObjectsInfo
- {
- const ThingTemplate *thingTemplate;
- GameMessage *msg;
- };
- //-------------------------------------------------------------------------------------------------
- void selectObjectOfType( Object* obj, void* selectObjectsInfo )
- {
- SelectObjectsInfo *soInfo = (SelectObjectsInfo*)selectObjectsInfo;
- if( !obj || !soInfo )
- {
- return;
- }
- //Do the templates match?
- if( obj->getTemplate()->isEquivalentTo( soInfo->thingTemplate ) )
- {
- //Okay, then add it to the selected group.
- soInfo->msg->appendObjectIDArgument( obj->getID() );
- Drawable *draw = obj->getDrawable();
- if( draw )
- {
- TheInGameUI->selectDrawable( draw );
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- /** Process a button transition message from the window system that should be for one of
- * our GUI commands */
- //-------------------------------------------------------------------------------------------------
- CBCommandStatus ControlBar::processCommandTransitionUI( GameWindow *control, GadgetGameMessage gadgetMessage )
- {
- // sanity, we won't process messages if we have no source object
- if( m_currContext != CB_CONTEXT_MULTI_SELECT &&
- (m_currentSelectedDrawable == NULL ||
- m_currentSelectedDrawable->getObject() == NULL) )
- {
- if( m_currContext != CB_CONTEXT_NONE &&
- m_currContext != CB_CONTEXT_OBSERVER_INFO &&
- m_currContext != CB_CONTEXT_OBSERVER_LIST)
- switchToContext( CB_CONTEXT_NONE, NULL );
- return CBC_COMMAND_NOT_USED;
- } // end if
- return CBC_COMMAND_USED;
- }
- //-------------------------------------------------------------------------------------------------
- /** Process a button selected message from the window system that should be for one of
- * our GUI commands */
- //-------------------------------------------------------------------------------------------------
- CBCommandStatus ControlBar::processCommandUI( GameWindow *control,
- GadgetGameMessage gadgetMessage )
- {
- // get the command pointer from the control user data we put in the button
- const CommandButton *commandButton = (const CommandButton *)GadgetButtonGetData(control);
- if( !commandButton )
- {
- DEBUG_CRASH( ("ControlBar::processCommandUI() -- Button activated has no data. Ignoring...") );
- return CBC_COMMAND_NOT_USED;
- }
- // sanity, we won't process messages if we have no source object,
- // unless we're CB_CONTEXT_PURCHASE_SCIENCE or GUI_COMMAND_SPECIAL_POWER_FROM_SHORTCUT
- if( m_currContext != CB_CONTEXT_MULTI_SELECT &&
- commandButton->getCommandType() != GUI_COMMAND_PURCHASE_SCIENCE &&
- commandButton->getCommandType() != GUI_COMMAND_SPECIAL_POWER_FROM_SHORTCUT &&
- commandButton->getCommandType() != GUI_COMMAND_SPECIAL_POWER_CONSTRUCT_FROM_SHORTCUT &&
- commandButton->getCommandType() != GUI_COMMAND_SELECT_ALL_UNITS_OF_TYPE &&
- (m_currentSelectedDrawable == NULL || m_currentSelectedDrawable->getObject() == NULL) )
- {
- if( m_currContext != CB_CONTEXT_NONE )
- switchToContext( CB_CONTEXT_NONE, NULL );
- return CBC_COMMAND_NOT_USED;
- } // end if
- // sanity
- if( control == NULL )
- return CBC_COMMAND_NOT_USED;
- // the context sensitive gui only is only made of buttons ... sanity
- if( control->winGetInputFunc() != GadgetPushButtonInput )
- return CBC_COMMAND_NOT_USED;
-
- if( commandButton == NULL )
- return CBC_COMMAND_NOT_USED;
- // if the button is flashing, tell it to stop flashing
- commandButton->setFlashCount(0);
- TheControlBar->setFlash( FALSE );
- if( commandButton->getCommandType() != GUI_COMMAND_EXIT_CONTAINER )
- {
- GadgetButtonSetEnabledImage( control, commandButton->getButtonImage() );
- }
-
- //
- // get the object that is driving the context sensitive UI if we're not in a multi
- // select context
- //
- Object *obj = NULL;
- if( m_currContext != CB_CONTEXT_MULTI_SELECT &&
- commandButton->getCommandType() != GUI_COMMAND_PURCHASE_SCIENCE &&
- commandButton->getCommandType() != GUI_COMMAND_SPECIAL_POWER_FROM_SHORTCUT &&
- commandButton->getCommandType() != GUI_COMMAND_SPECIAL_POWER_CONSTRUCT_FROM_SHORTCUT &&
- commandButton->getCommandType() != GUI_COMMAND_SELECT_ALL_UNITS_OF_TYPE )
- obj = m_currentSelectedDrawable->getObject();
- //@todo Kris -- Special case code so convoy trucks can detonate nuke trucks -- if other things need this,
- //rethink it.
- if( obj && BitTest( commandButton->getOptions(), SINGLE_USE_COMMAND ) )
- {
- /** @todo Added obj check because Single Use and Multi Select crash when used together, but with this check
- * they just won't work. When the "rethinking" occurs, this can get fixed. Right now it is unused.
- * Convoy Truck needs Multi Select so Single Use is turned off, and noone else has it.
- */
- //Make sure the command button is marked as used if it's a single use command. That way
- //we can never press the button again. This was added specifically for nuke convoy trucks.
- //When you click to detonate the nuke, it takes a few seconds to detonate in order to play
- //a sound. But we want to disable the button after the first click.
- obj->markSingleUseCommandUsed(); //Yeah, an object can only use one single use command...
- }
- TheInGameUI->placeBuildAvailable( NULL, NULL );
- //Play any available unit specific sound for button
- Player *player = ThePlayerList->getLocalPlayer();
- if( player )
- {
- AudioEventRTS sound = *commandButton->getUnitSpecificSound();
- sound.setPlayerIndex( player->getPlayerIndex() );
- TheAudio->addAudioEvent( &sound );
- }
- if( BitTest( commandButton->getOptions(), COMMAND_OPTION_NEED_TARGET ) )
- {
- if (commandButton->getOptions() & USES_MINE_CLEARING_WEAPONSET)
- {
- TheMessageStream->appendMessage( GameMessage::MSG_SET_MINE_CLEARING_DETAIL );
- }
- //June 06, 2002 -- Major change
- //I've added support for specific context sensitive commands which need targets just like
- //other options may need. When we need a target, the user must move the cursor to a position
- //where he wants the GUI command to take place. Older commands such as napalm strikes or daisy
- //cutter drops simply needed the user to click anywhere he desired.
- //
- //Now, we have new commands that will only work when the user clicks on valid targets to interact
- //with. For example, the terrorist can jack a car and convert it into a carbomb, but he has to
- //click on a valid car. In this case the doCommandOrHint code will determine if the mode is valid
- //or not and the cursor modes will be set appropriately.
- TheInGameUI->setGUICommand( commandButton );
- }
- else switch( commandButton->getCommandType() )
- {
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_DOZER_CONSTRUCT:
- {
- // sanity
- if( m_currentSelectedDrawable == NULL )
- break;
- //Kris: September 27, 2002
- //Make sure we have enough CASH to build it WHEN we click the button to build it,
- //before actually previewing the purchase, otherwise, cancel altogether.
- const ThingTemplate *whatToBuild = commandButton->getThingTemplate();
- CanMakeType cmt = TheBuildAssistant->canMakeUnit( obj, whatToBuild );
- if (cmt == CANMAKE_NO_MONEY)
- {
- TheEva->setShouldPlay(EVA_InsufficientFunds);
- TheInGameUI->message( "GUI:NotEnoughMoneyToBuild" );
- break;
- }
- else if (cmt == CANMAKE_QUEUE_FULL)
- {
- TheInGameUI->message( "GUI:ProductionQueueFull" );
- break;
- }
- else if (cmt == CANMAKE_PARKING_PLACES_FULL)
- {
- TheInGameUI->message( "GUI:ParkingPlacesFull" );
- break;
- }
- else if( cmt == CANMAKE_MAXED_OUT_FOR_PLAYER )
- {
- TheInGameUI->message( "GUI:UnitMaxedOut" );
- break;
- }
- // tell the UI that we want to build something so we get a building at the cursor
- TheInGameUI->placeBuildAvailable( commandButton->getThingTemplate(), m_currentSelectedDrawable );
- break;
- } // end dozer construct
- case GUI_COMMAND_SPECIAL_POWER_CONSTRUCT_FROM_SHORTCUT:
- {
- //Determine the object that would construct it.
- const SpecialPowerTemplate *spTemplate = commandButton->getSpecialPowerTemplate();
- SpecialPowerType spType = spTemplate->getSpecialPowerType();
- Object* obj = ThePlayerList->getLocalPlayer()->findMostReadyShortcutSpecialPowerOfType( spType );
- if( !obj )
- break;
- Drawable *draw = obj->getDrawable();
- const ThingTemplate *whatToBuild = commandButton->getThingTemplate();
- CanMakeType cmt = TheBuildAssistant->canMakeUnit( obj, whatToBuild );
- if (cmt == CANMAKE_NO_MONEY)
- {
- TheEva->setShouldPlay(EVA_InsufficientFunds);
- TheInGameUI->message( "GUI:NotEnoughMoneyToBuild" );
- break;
- }
- else if (cmt == CANMAKE_QUEUE_FULL)
- {
- TheInGameUI->message( "GUI:ProductionQueueFull" );
- break;
- }
- else if (cmt == CANMAKE_PARKING_PLACES_FULL)
- {
- TheInGameUI->message( "GUI:ParkingPlacesFull" );
- break;
- }
- else if( cmt == CANMAKE_MAXED_OUT_FOR_PLAYER )
- {
- TheInGameUI->message( "GUI:UnitMaxedOut" );
- break;
- }
- // tell the UI that we want to build something so we get a building at the cursor
- TheInGameUI->placeBuildAvailable( commandButton->getThingTemplate(), draw );
-
- ProductionUpdateInterface* pu = obj->getProductionUpdateInterface();
- if( pu )
- {
- pu->setSpecialPowerConstructionCommandButton( commandButton );
- }
- break;
- }
- case GUI_COMMAND_SPECIAL_POWER_CONSTRUCT:
- {
- // sanity
- if( m_currentSelectedDrawable == NULL )
- break;
- const ThingTemplate *whatToBuild = commandButton->getThingTemplate();
- CanMakeType cmt = TheBuildAssistant->canMakeUnit( obj, whatToBuild );
- if (cmt == CANMAKE_NO_MONEY)
- {
- TheEva->setShouldPlay(EVA_InsufficientFunds);
- TheInGameUI->message( "GUI:NotEnoughMoneyToBuild" );
- break;
- }
- else if (cmt == CANMAKE_QUEUE_FULL)
- {
- TheInGameUI->message( "GUI:ProductionQueueFull" );
- break;
- }
- else if (cmt == CANMAKE_PARKING_PLACES_FULL)
- {
- TheInGameUI->message( "GUI:ParkingPlacesFull" );
- break;
- }
- else if( cmt == CANMAKE_MAXED_OUT_FOR_PLAYER )
- {
- TheInGameUI->message( "GUI:UnitMaxedOut" );
- break;
- }
- // tell the UI that we want to build something so we get a building at the cursor
- TheInGameUI->placeBuildAvailable( commandButton->getThingTemplate(), m_currentSelectedDrawable );
- ProductionUpdateInterface* pu = obj->getProductionUpdateInterface();
- if( pu )
- {
- pu->setSpecialPowerConstructionCommandButton( commandButton );
- }
- break;
- } // end dozer construct
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_DOZER_CONSTRUCT_CANCEL:
- {
- // get the object we have selected
- Object *building = obj;
- if( building == NULL )
- break;
- // sanity check, the building must be under our control to cancel construction
- if( building->getControllingPlayer() != ThePlayerList->getLocalPlayer() )
- break;
- // do the message
- TheMessageStream->appendMessage( GameMessage::MSG_DOZER_CANCEL_CONSTRUCT );
- break;
- } // end cancel dozer construction
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_UNIT_BUILD:
- {
- //
- const ThingTemplate *whatToBuild = commandButton->getThingTemplate();
- // get the "factory" object that is going to make the thing
- Object *factory = obj;
- if( factory == NULL )
- break;
- // sanity, we must have something to build
- DEBUG_ASSERTCRASH( whatToBuild, ("Undefined BUILD command for object '%s'\n",
- commandButton->getThingTemplate()->getName().str()) );
-
- CanMakeType cmt = TheBuildAssistant->canMakeUnit(factory, whatToBuild);
- if (cmt == CANMAKE_NO_MONEY)
- {
- TheEva->setShouldPlay(EVA_InsufficientFunds);
- TheInGameUI->message( "GUI:NotEnoughMoneyToBuild" );
- break;
- }
- else if (cmt == CANMAKE_QUEUE_FULL)
- {
- TheInGameUI->message( "GUI:ProductionQueueFull" );
- break;
- }
- else if (cmt == CANMAKE_PARKING_PLACES_FULL)
- {
- TheInGameUI->message( "GUI:ParkingPlacesFull" );
- break;
- }
- else if( cmt == CANMAKE_MAXED_OUT_FOR_PLAYER )
- {
- TheInGameUI->message( "GUI:UnitMaxedOut" );
- break;
- }
- else if (cmt != CANMAKE_OK)
- {
- DEBUG_ASSERTCRASH( 0, ("Cannot create '%s' because the factory object '%s' returns false for canMakeUnit\n",
- whatToBuild->getName().str(),
- factory->getTemplate()->getName().str()) );
- break;
- }
- // get the production interface from the factory object
- ProductionUpdateInterface *pu = factory->getProductionUpdateInterface();
- // sanity, we can't build things if we can't produce units
- if( pu == NULL )
- {
- DEBUG_ASSERTCRASH( 0, ("Cannot create '%s' because the factory object '%s' is not capable of producting units\n",
- whatToBuild->getName().str(),
- factory->getTemplate()->getName().str()) );
- break;
- } // end if
-
- // get a new production id to assign to this
- ProductionID productionID = pu->requestUniqueUnitID();
- // create a message to build this thing
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_QUEUE_UNIT_CREATE );
- msg->appendIntegerArgument( whatToBuild->getTemplateID() );
- msg->appendIntegerArgument( productionID );
- break;
- } // end build unit
-
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_CANCEL_UNIT_BUILD:
- {
- Int i;
- // find out which index (i) in the queue represents the button clicked
- for( i = 0; i < MAX_BUILD_QUEUE_BUTTONS; i++ )
- if( m_queueData[ i ].control == control )
- break;
- // sanity, control not found
- if( i == MAX_BUILD_QUEUE_BUTTONS )
- {
- DEBUG_ASSERTCRASH( 0, ("Control not found in build queue data\n") );
- break;
- } // end if
- // sanity
- if( m_queueData[ i ].type != PRODUCTION_UNIT )
- break;
- // the the production ID to cancel
- ProductionID productionIDToCancel = m_queueData[ i ].productionID;
- // get the object that is the producer
- Object *producer = obj;
- if( producer == NULL )
- break;
- // sanity, we must control the producer ... if this isn't true they might be hacking the game
- if( producer->getControllingPlayer() != ThePlayerList->getLocalPlayer() )
- break;
- // send a message to cancel that particular production entry
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_CANCEL_UNIT_CREATE );
- msg->appendIntegerArgument( productionIDToCancel );
- break;
- } // end cancel unit build
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_PLAYER_UPGRADE:
- {
- const UpgradeTemplate *upgradeT = commandButton->getUpgradeTemplate();
- DEBUG_ASSERTCRASH( upgradeT, ("Undefined upgrade '%s' in player upgrade command\n", "UNKNOWN") );
- // sanity
- if( obj == NULL || upgradeT == NULL )
- break;
- // make sure the player can really make this
- if( TheUpgradeCenter->canAffordUpgrade( ThePlayerList->getLocalPlayer(), upgradeT, TRUE ) == FALSE )
- {
- break;
- }
- ProductionUpdateInterface* pu = obj ? obj->getProductionUpdateInterface() : NULL;
- if (pu != NULL)
- {
- CanMakeType cmt = pu->canQueueUpgrade(upgradeT);
- if (cmt == CANMAKE_QUEUE_FULL)
- {
- TheInGameUI->message( "GUI:ProductionQueueFull" );
- break;
- }
- }
- // send the message
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_QUEUE_UPGRADE );
- msg->appendObjectIDArgument( obj->getID() );
- msg->appendIntegerArgument( upgradeT->getUpgradeNameKey() );
- break;
- } // command player upgrade
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_OBJECT_UPGRADE:
- {
- const UpgradeTemplate *upgradeT = commandButton->getUpgradeTemplate();
- DEBUG_ASSERTCRASH( upgradeT, ("Undefined upgrade '%s' in object upgrade command\n", "UNKNOWN") );
- // sanity
- if( upgradeT == NULL )
- break;
- //Make sure the player can really make this
- if( TheUpgradeCenter->canAffordUpgrade( ThePlayerList->getLocalPlayer(), upgradeT, TRUE ) == FALSE )
- {
- //Kris: Disabled because we can get a valid reason for not being able to afford the upgrade!
- //TheInGameUI->message( "upgrade unsupported in commandprocessing." );
- break;
- }
- ProductionUpdateInterface* pu = obj ? obj->getProductionUpdateInterface() : NULL;
- if (pu != NULL)
- {
- CanMakeType cmt = pu->canQueueUpgrade(upgradeT);
- if (cmt == CANMAKE_QUEUE_FULL)
- {
- TheInGameUI->message( "GUI:ProductionQueueFull" );
- break;
- }
- }
- ObjectID objID = INVALID_ID;
- if (obj)
- objID = obj->getID();
- // make sure that the this object can actually build the upgrade
- if( obj && (obj->hasUpgrade( upgradeT ) == TRUE || obj->affectedByUpgrade( upgradeT ) == FALSE) )
- break;
- // send the message
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_QUEUE_UPGRADE );
- msg->appendObjectIDArgument( objID );
- msg->appendIntegerArgument( upgradeT->getUpgradeNameKey() );
- break;
- } // end object upgrade
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_CANCEL_UPGRADE:
- {
- Int i;
- // find out which index (i) in the queue represents the button clicked
- for( i = 0; i < MAX_BUILD_QUEUE_BUTTONS; i++ )
- if( m_queueData[ i ].control == control )
- break;
- // sanity, control not found
- if( i == MAX_BUILD_QUEUE_BUTTONS )
- {
- DEBUG_ASSERTCRASH( 0, ("Control not found in build queue data\n") );
- break;
- } // end if
- // sanity
- if( m_queueData[ i ].type != PRODUCTION_UPGRADE )
- break;
- // get the upgrade to cancel
- const UpgradeTemplate *upgradeT = m_queueData[ i ].upgradeToResearch;
- // get producer object (the thing driving our UI)
- Object *producer = obj;
- // sanity
- if( upgradeT == NULL || producer == NULL )
- break;
- // send the message
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_CANCEL_UPGRADE );
- msg->appendIntegerArgument( upgradeT->getUpgradeNameKey() );
- break;
- } // end cancel upgrade
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_ATTACK_MOVE:
- TheMessageStream->appendMessage(GameMessage::MSG_META_TOGGLE_ATTACKMOVE);
- break;
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_STOP:
- {
- // This message always works on the currently selected team
- TheMessageStream->appendMessage(GameMessage::MSG_DO_STOP);
- break;
- }
- case GUI_COMMAND_SELECT_ALL_UNITS_OF_TYPE:
- {
- Player* localPlayer = ThePlayerList->getLocalPlayer();
- if( !localPlayer )
- {
- break;
- }
- const ThingTemplate *thing = commandButton->getThingTemplate();
- if( !thing )
- {
- break;
- }
- //deselect other units
- TheInGameUI->deselectAllDrawables();
- // create a new group.
- GameMessage *teamMsg = TheMessageStream->appendMessage( GameMessage::MSG_CREATE_SELECTED_GROUP );
- //New group or add to group? Passed in value is true if we are creating a new group.
- teamMsg->appendBooleanArgument( TRUE );
- //Iterate through the player's entire team and select each member that matches the template.
- SelectObjectsInfo info;
- info.thingTemplate = thing;
- info.msg = teamMsg;
- localPlayer->iterateObjects( selectObjectOfType, (void*)&info );
- break;
- }
-
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_WAYPOINTS:
- break;
- //-------------------------------------------------------------------------------------------------
- case GUI_COMMAND_EXIT_CONTAINER:
- {
- Int i;
- ObjectID objID;
- //
- // find the object ID that wants to exit by scanning through the transport data and looking
- // for the matching control button
- //
- for( i = 0; i < MAX_COMMANDS_PER_SET; i++ )
- if( m_containData[ i ].control == control )
- objID = m_containData[ i ].objectID;
- // get the actual object
- Object *objWantingExit = TheGameLogic->findObjectByID( objID );
-
- // if object is not found remove inventory entry and exit
- if( objWantingExit == NULL )
- {
- //
- // remove from inventory data to avoid future matches ... the inventory update
- // cycle of the UI will repopulate any buttons as the contents of objects
- // change so this is only an edge case that will be visually corrected next frame
- //
- m_containData[ i ].control = NULL;
- m_containData[ i ].objectID = INVALID_ID;
- break; // exit case
- } // end if
- //what if container is subdued... assert a logic failure, perhaps?
- // send message to exit
- GameMessage *exitMsg = TheMessageStream->appendMessage( GameMessage::MSG_EXIT );
- exitMsg->appendObjectIDArgument( objWantingExit->getID() ); // 0 is the thing inside coming out
- break;
- } // end transport exit
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_EVACUATE:
- {
- // Cancel GUI command mode.
- TheInGameUI->setGUICommand( NULL );
- if (BitTest(commandButton->getOptions(), NEED_TARGET_POS) == FALSE) {
- pickAndPlayUnitVoiceResponse( TheInGameUI->getAllSelectedDrawables(), GameMessage::MSG_EVACUATE );
- TheMessageStream->appendMessage( GameMessage::MSG_EVACUATE );
- }
-
- break;
- } // end evacuate
- // --------------------------------------------------------------------------------------------
- case GUI_COMMAND_EXECUTE_RAILED_TRANSPORT:
- {
- TheMessageStream->appendMessage( GameMessage::MSG_EXECUTE_RAILED_TRANSPORT );
- break;
- } // end execute railed transport
- // --------------------------------------------------------------------------------------------
- case GUI_COMMAND_HACK_INTERNET:
- {
- pickAndPlayUnitVoiceResponse( TheInGameUI->getAllSelectedDrawables(), GameMessage::MSG_INTERNET_HACK );
- TheMessageStream->appendMessage( GameMessage::MSG_INTERNET_HACK );
- break;
- }
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_SET_RALLY_POINT:
- {
- break;
- } // end set rally point
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_SELL:
- {
- // command needs no additional data, send the message
- TheMessageStream->appendMessage( GameMessage::MSG_SELL );
- break;
- } // end sell
- // --------------------------------------------------------------------------------------------
- case GUI_COMMAND_TOGGLE_OVERCHARGE:
- {
- TheMessageStream->appendMessage( GameMessage::MSG_TOGGLE_OVERCHARGE );
- break;
- } // end overcharge
- #ifdef ALLOW_SURRENDER
- // ------------------------------------------------------------------------------------------------
- case GUI_COMMAND_POW_RETURN_TO_PRISON:
- {
- TheMessageStream->appendMessage( GameMessage::MSG_RETURN_TO_PRISON );
- break;
- } // end return to prison
- #endif
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_BEACON_DELETE:
- {
- break;
- } // end delete beacon
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_GUARD:
- case GUI_COMMAND_GUARD_WITHOUT_PURSUIT:
- case GUI_COMMAND_GUARD_FLYING_UNITS_ONLY:
- case GUI_COMMAND_COMBATDROP:
- {
- DEBUG_CRASH(("hmm, should never occur"));
- }
- break;
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_SWITCH_WEAPON:
- {
- // command needs no additional data, send the message
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_SWITCH_WEAPONS );
- //Play mode change acknowledgement
- PickAndPlayInfo info;
- WeaponSlotType slot = commandButton->getWeaponSlot();
- info.m_weaponSlot = &slot;
- pickAndPlayUnitVoiceResponse( TheInGameUI->getAllSelectedDrawables(), GameMessage::MSG_SWITCH_WEAPONS, &info );
- msg->appendIntegerArgument( commandButton->getWeaponSlot() );
- break;
- }
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_FIRE_WEAPON:
- {
- // command needs no additional data, send the message
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_DO_WEAPON );
- msg->appendIntegerArgument( commandButton->getWeaponSlot() );
- msg->appendIntegerArgument( commandButton->getMaxShotsToFire() );
- break;
- } // end fire weapon
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_SPECIAL_POWER_FROM_SHORTCUT:
- {
- const SpecialPowerTemplate *spTemplate = commandButton->getSpecialPowerTemplate();
- SpecialPowerType spType = spTemplate->getSpecialPowerType();
- Object* obj = ThePlayerList->getLocalPlayer()->findMostReadyShortcutSpecialPowerOfType( spType );
- if( !obj )
- break;
- // command needs no additional data, send the message
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_DO_SPECIAL_POWER );
- msg->appendIntegerArgument( spTemplate->getID() );
- msg->appendIntegerArgument( commandButton->getOptions() );
- msg->appendObjectIDArgument( obj->getID() );
- break;
- } // end special weapon
- case GUI_COMMAND_SPECIAL_POWER:
- {
- // command needs no additional data, send the message
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_DO_SPECIAL_POWER );
- msg->appendIntegerArgument( commandButton->getSpecialPowerTemplate()->getID() );
- msg->appendIntegerArgument( commandButton->getOptions() );
- msg->appendObjectIDArgument( INVALID_ID ); // no specific source
- break;
- } // end special weapon
- //---------------------------------------------------------------------------------------------
- case GUI_COMMAND_PURCHASE_SCIENCE:
- {
- // loop through all the sciences on the button and select the one we don't have
- ScienceType st = SCIENCE_INVALID;
- Player *player = ThePlayerList->getLocalPlayer();
- for(Int i = 0; i < commandButton->getScienceVec().size(); ++i)
- {
- st = commandButton->getScienceVec()[ i ];
- if(!player->hasScience(st) && TheScienceStore->playerHasPrereqsForScience(player, st) && TheScienceStore->getSciencePurchaseCost(st) <= player->getSciencePurchasePoints())
- {
- break;
- }
- }
-
- if( st == SCIENCE_INVALID)
- {
- switchToContext( CB_CONTEXT_NONE, NULL );
- break;
- }
-
-
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_PURCHASE_SCIENCE );
- msg->appendIntegerArgument( st );
-
- markUIDirty();
- break;
- } // end pick specialized science
- //---------------------------------------------------------------------------------------------
- default:
- DEBUG_ASSERTCRASH( 0, ("Unknown command '%d'\n", commandButton->getCommandType()) );
- return CBC_COMMAND_NOT_USED;
- } // end switch
- return CBC_COMMAND_USED;
- } // end processCommandUI
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