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- /*
- ** 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/MAPEDSEL.CPP 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 : MAPEDSEL.CPP *
- * *
- * Programmer : Bill Randolph *
- * *
- * Start Date : November 18, 1994 *
- * *
- * Last Update : April 30, 1996 [JLB] *
- * *
- *-------------------------------------------------------------------------*
- * Object-selection & manipulation routines *
- *-------------------------------------------------------------------------*
- * Functions: *
- * MapEditClass::Change_House -- changes CurrentObject's house *
- * MapEditClass::Grab_Object -- grabs the current object *
- * MapEditClass::Move_Grabbed_Object -- moves the grabbed object *
- * MapEditClass::Popup_Controls -- shows/hides the pop-up object controls*
- * MapEditClass::Select_Next -- selects next object on the map *
- * MapEditClass::Select_Object -- selects an object for processing *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #ifdef SCENARIO_EDITOR
- /***************************************************************************
- * Select_Object -- selects an object for processing *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * 0 = object selected, -1 = none *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 11/04/1994 BR : Created. *
- *=========================================================================*/
- int MapEditClass::Select_Object(void)
- {
- ObjectClass * object=NULL; // Generic object clicked on.
- int x,y;
- CELL cell; // Cell that was selected.
- int rc=0;
- /*
- ** See if an object was clicked on
- */
- x = Keyboard->MouseQX;
- y = Keyboard->MouseQY;
- /*
- ** Get cell for x,y
- */
- cell = Click_Cell_Calc(x, y);
- /*
- ** Convert x,y to offset from cell upper-left
- */
- x = (x-TacPixelX) % ICON_PIXEL_W;
- y = (y-TacPixelY) % ICON_PIXEL_H;
- /*
- ** Get object at that x,y
- */
- object = Cell_Object(cell, x, y);
- /*
- ** If no object, unselect the current one
- */
- if (!object) {
- if (CurrentObject.Count()) {
- /*
- ** Unselect all current objects
- */
- Unselect_All();
- /*
- ** Turn off object controls
- */
- Popup_Controls();
- }
- rc = -1;
- } else {
- /*
- ** Select object only if it's different
- */
- if (!CurrentObject.Count() || (CurrentObject.Count() && object != CurrentObject[0])) {
- /*
- ** Unselect all current objects
- */
- Unselect_All();
- object->Select();
- /*
- ** Set mouse shape back to normal
- */
- Set_Default_Mouse(MOUSE_NORMAL);
- Override_Mouse_Shape(MOUSE_NORMAL);
- /*
- ** Show the popup controls
- */
- Popup_Controls();
- }
- }
- /*
- ** Force map to redraw
- */
- HidPage.Clear();
- Flag_To_Redraw(true);
- return(rc);
- }
- /***************************************************************************
- * MapEditClass::Select_Next -- selects next object on the map *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 11/22/1994 BR : Created. *
- *=========================================================================*/
- void MapEditClass::Select_Next(void)
- {
- ObjectClass * obj;
- CELL obj_cell;
- int smap_w; // screen map width in icons
- int smap_h; // screen map height in icons
- int cell_x; // cell-x of next object
- int cell_y; // cell-y of next object
- int tcell_x; // cell-x of TacticalCell
- int tcell_y; // cell-y of TacticalCell
- /*
- ** Get next object on the map
- */
- obj = Map.Next_Object(CurrentObject[0]);
- if (obj) {
- /*
- ** Unselect current object if there is one
- */
- Unselect_All();
- /*
- ** Select this object
- */
- obj->Select();
- }
- /*
- ** Restore mouse shape to normal
- */
- Set_Default_Mouse(MOUSE_NORMAL);
- Override_Mouse_Shape(MOUSE_NORMAL);
- /*
- ** Show pop-up controls
- */
- Popup_Controls();
- /*
- ** Make sure object is shown on the screen
- */
- /*
- ** compute screen map dimensions
- */
- smap_w = Lepton_To_Cell(TacLeptonWidth);
- smap_h = Lepton_To_Cell(TacLeptonHeight);
- /*
- ** compute x,y of object's cell
- */
- obj_cell = Coord_Cell(CurrentObject[0]->Coord);
- cell_x = Cell_X(obj_cell);
- cell_y = Cell_Y(obj_cell);
- tcell_x = Coord_XCell(TacticalCoord);
- tcell_y = Coord_YCell(TacticalCoord);
- /*
- ** If object is off-screen, move map
- */
- if (cell_x < tcell_x) {
- tcell_x = cell_x;
- } else {
- if (cell_x >= tcell_x + smap_w) {
- tcell_x = cell_x - smap_w + 1;
- }
- }
- if (cell_y < tcell_y) {
- tcell_y = cell_y;
- } else {
- if (cell_y >= tcell_y + smap_h) {
- tcell_y = cell_y - smap_h + 1;
- }
- }
- ScenarioInit++;
- Set_Tactical_Position(XY_Coord(Cell_To_Lepton(tcell_x), Cell_To_Lepton(tcell_y)));
- ScenarioInit--;
- /*
- ** Force map to redraw
- */
- HidPage.Clear();
- Flag_To_Redraw(true);
- }
- /***************************************************************************
- * MapEditClass::Popup_Controls -- shows/hides the pop-up object controls *
- * *
- * Call this routine whenever the CurrentObject changes. The routine will *
- * selectively enable or disable the popup controls based on whether *
- * CurrentObject is NULL, or if it's a Techno object, or what type of *
- * Techno object it is. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 11/22/1994 BR : Created. *
- * 04/30/1996 JLB : Revamped for new buttons and stuff. *
- *=========================================================================*/
- void MapEditClass::Popup_Controls(void)
- {
- const TechnoTypeClass * objtype = NULL;
- HousesType owner; // object's current owner
- int mission_index; // object's current mission
- int strength; // object's 0-255 strength value
- int i;
- /*
- ** Remove all buttons from GScreen's button list (so none of them provide
- ** input any more); then, destroy the list by Zapping each button. Then,
- ** we'll have to add at least the MapArea button back to the Input button
- ** list before we return, plus any other buttons to process input for. We
- ** always must add MapArea LAST in the list, so it doesn't intercept the
- ** other buttons' input.
- */
- Remove_A_Button(*HouseList);
- Remove_A_Button(*MissionList);
- Remove_A_Button(*HealthGauge);
- Remove_A_Button(*HealthText);
- Remove_A_Button(*FacingDial);
- Remove_A_Button(*BaseGauge);
- Remove_A_Button(*BaseLabel);
- Remove_A_Button(*MapArea);
- Remove_A_Button(*Sellable);
- Remove_A_Button(*Rebuildable);
- /*
- ** If no current object, hide the list
- */
- if (!CurrentObject.Count()) {
- Add_A_Button(*BaseGauge);
- Add_A_Button(*BaseLabel);
- Add_A_Button(*MapArea);
- return;
- }
- /*
- ** If not Techno, no need for editing buttons
- */
- if (!CurrentObject[0]->Is_Techno()) {
- Add_A_Button(*BaseGauge);
- Add_A_Button(*BaseLabel);
- Add_A_Button(*MapArea);
- return;
- }
- objtype = (TechnoTypeClass const *)&CurrentObject[0]->Class_Of();
- /*
- ** Get object's current values
- */
- owner = CurrentObject[0]->Owner();
- mission_index = 0;
- for (i = 0; i < NUM_EDIT_MISSIONS; i++) {
- if (CurrentObject[0]->Get_Mission() == MapEditMissions[i]) {
- mission_index = i;
- }
- }
- strength = CurrentObject[0]->Health_Ratio()*256;
- switch (objtype->What_Am_I()) {
- case RTTI_VESSELTYPE:
- case RTTI_UNITTYPE:
- case RTTI_INFANTRYTYPE:
- case RTTI_AIRCRAFTTYPE:
- MissionList->Set_Selected_Index(mission_index);
- HealthGauge->Set_Value(strength);
- sprintf(HealthBuf, "%d", CurrentObject[0]->Strength);
- FacingDial->Set_Direction(((TechnoClass *)CurrentObject[0])->PrimaryFacing);
- /*
- ** Make the list.
- */
- Add_A_Button(*HealthGauge);
- Add_A_Button(*HouseList);
- HouseList->Set_Selected_Index(owner);
- Add_A_Button(*MissionList);
- Add_A_Button(*HealthText);
- Add_A_Button(*FacingDial);
- break;
- case RTTI_BUILDINGTYPE:
- HealthGauge->Set_Value(strength);
- sprintf(HealthBuf, "%d", CurrentObject[0]->Strength);
- Add_A_Button(*HealthGauge);
- Add_A_Button(*HouseList);
- HouseList->Set_Selected_Index(owner);
- Add_A_Button(*HealthText);
- Add_A_Button(*Sellable);
- if (((BuildingClass*)CurrentObject[0])->IsAllowedToSell) {
- Sellable->Turn_On();
- } else {
- Sellable->Turn_Off();
- }
- Add_A_Button(*Rebuildable);
- if (((BuildingClass*)CurrentObject[0])->IsToRebuild) {
- Rebuildable->Turn_On();
- } else {
- Rebuildable->Turn_Off();
- }
- if (objtype->IsTurretEquipped) {
- FacingDial->Set_Direction(((TechnoClass *) CurrentObject[0])->PrimaryFacing);
- Add_A_Button(*FacingDial);
- }
- break;
- }
- /*
- ** Add the map area last, so it's "underneath" the other buttons, and won't
- ** intercept input for those buttons.
- */
- Add_A_Button(*BaseGauge);
- Add_A_Button(*BaseLabel);
- Add_A_Button(*MapArea);
- }
- /***************************************************************************
- * MapEditClass::Grab_Object -- grabs the current object *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 11/07/1994 BR : Created. *
- *=========================================================================*/
- void MapEditClass::Grab_Object(void)
- {
- CELL cell;
- if (CurrentObject.Count()) {
- GrabbedObject = CurrentObject[0];
- /*
- ** Find out which cell 'ZoneCell' is in relation to the object's current cell
- */
- cell = Coord_Cell(GrabbedObject->Coord);
- GrabOffset = cell - ZoneCell;
- }
- }
- /***************************************************************************
- * MapEditClass::Move_Grabbed_Object -- moves the grabbed object *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * 0 = object moved, -1 = it didn't *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 11/07/1994 BR : Created. *
- *=========================================================================*/
- int MapEditClass::Move_Grabbed_Object(void)
- {
- COORDINATE new_coord = 0;
- int retval = -1;
- /*
- ** Lift up the object
- */
- GrabbedObject->Mark(MARK_UP);
- /*
- ** If infantry, use a free spot in this cell
- */
- if (GrabbedObject->Is_Infantry()) {
- if (Is_Spot_Free(Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y()))) {
- new_coord = Closest_Free_Spot(Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y()));
- /*
- ** Clear the occupied bit in this infantry's cell.
- */
- ((InfantryClass *)GrabbedObject)->Clear_Occupy_Bit(GrabbedObject->Coord);
- } else {
- new_coord = NULL;
- }
- } else {
- /*
- ** Non-infantry: use cell's center coordinate
- */
- new_coord = Cell_Coord(ZoneCell + GrabOffset);
- if (GrabbedObject->What_Am_I() == RTTI_BUILDING ||
- GrabbedObject->What_Am_I() == RTTI_TERRAIN) {
- new_coord = Coord_Whole(new_coord);
- }
- /*
- ** Try to place object at new coordinate
- */
- if (GrabbedObject->Can_Enter_Cell(Coord_Cell(new_coord)) != MOVE_OK) {
- new_coord = NULL;
- }
- }
- if (new_coord != NULL) {
- /*
- ** If this object is part of the AI's Base list, change the coordinate
- ** in the Base's Node list.
- */
- if (GrabbedObject->What_Am_I()==RTTI_BUILDING &&
- Base.Get_Node((BuildingClass *)GrabbedObject))
- Base.Get_Node((BuildingClass *)GrabbedObject)->Cell = Coord_Cell(new_coord);
- GrabbedObject->Coord = new_coord;
- retval = 0;
- }
- GrabbedObject->Mark(MARK_DOWN);
- /*
- ** For infantry, set the bit in its new cell marking that spot as occupied.
- */
- if (GrabbedObject->Is_Infantry()) {
- ((InfantryClass *)GrabbedObject)->Set_Occupy_Bit(new_coord);
- }
- /*
- ** Re-select the object, and reset the mouse pointer
- */
- Set_Default_Mouse(MOUSE_NORMAL);
- Override_Mouse_Shape(MOUSE_NORMAL);
- Flag_To_Redraw(true);
- return(retval);
- }
- /***************************************************************************
- * MapEditClass::Change_House -- changes CurrentObject's house *
- * *
- * INPUT: *
- * newhouse house to change to *
- * *
- * OUTPUT: *
- * 1 = house was changed, 0 = it wasn't *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 11/17/1994 BR : Created. *
- *=========================================================================*/
- bool MapEditClass::Change_House(HousesType newhouse)
- {
- TechnoClass *tp;
- /*
- ** Return if no current object
- */
- if (!CurrentObject.Count()) {
- return(false);
- }
- /*
- ** Only techno objects can be owned by a house; return if not a techno
- */
- if (!CurrentObject[0]->Is_Techno()) {
- return(false);
- }
- /*
- ** You can't change the house if the object is part of the AI's Base.
- */
- if (CurrentObject[0]->What_Am_I()==RTTI_BUILDING && Base.Is_Node((BuildingClass *)CurrentObject[0])) {
- return(false);
- }
- /*
- ** Verify that the target house exists
- */
- if (HouseClass::As_Pointer(newhouse)==NULL) {
- return(false);
- }
- /*
- ** Verify that this is a valid owner
- */
- // if (!Verify_House(newhouse, &CurrentObject[0]->Class_Of())) {
- // return(false);
- // }
- /*
- ** Change the house
- */
- tp = (TechnoClass *)CurrentObject[0];
- tp->House = HouseClass::As_Pointer(newhouse);
- tp->IsOwnedByPlayer = false;
- if (tp->House == PlayerPtr) {
- tp->IsOwnedByPlayer = true;
- }
- return(true);
- }
- #endif
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