warzone2100/src/display.c

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 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 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* Display.c
*
* Display routines.
*
*/
#include "lib/framework/frame.h"
#include "lib/framework/input.h"
#include "lib/framework/strres.h"
#include "display.h"
#include "map.h"
#include "loop.h"
#include "atmos.h" // temporary only for here
#include "csnap.h"
/* Includes direct access to render library */
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/piestate.h"
// FIXME Direct iVis implementation include!
#include "lib/ivis_common/rendmode.h"
#include "lib/ivis_common/tex.h"//make a call for this
#include "component.h"
#include "display3d.h"
#include "resource.h"
#include "hci.h"
#include "text.h"
#include "edit3d.h"
#include "geometry.h"
#include "lib/gamelib/gtime.h"
#include "lib/sound/audio.h"
#include "lib/sound/audio_id.h"
#include "radar.h"
#include "miscimd.h"
#include "lighting.h"
#include "lib/framework/fractions.h"
#include "console.h"
#include "order.h"
#include "wrappers.h"
#include "power.h"
#include "map.h"
#include "keymap.h"
#include "intimage.h"
#include "mechanics.h"
#include "ingameop.h"
#include "oprint.h"
#include "warcam.h"
#include "keybind.h"
#include "keymap.h"
#include "projectile.h"
#include "message.h"
#include "effects.h"
#include "lib/script/script.h"
#include "scripttabs.h"
#include "scriptextern.h"
#include "scriptcb.h"
#include "target.h"
#include "drive.h"
#include "cmddroid.h"
#include "gateway.h"
#include "selection.h"
#include "transporter.h"
#include "intorder.h"
#include "lib/ivis_common/pieclip.h" // ffs am
#include "multiplay.h"
#define SHAKE_TIME (1500)
#define TD_SCROLL_DIV 2
//#define TEST_EFFECT // Kick off an effect when left mouse button pressed.
struct _dragBox dragBox3D,wallDrag;
// control whether the scroll is limited to visible tiles
//#define VISIBLE_SCROLL
#define POSSIBLE_SELECTIONS 13
#define POSSIBLE_TARGETS 23
UDWORD arnMPointers[POSSIBLE_TARGETS][POSSIBLE_SELECTIONS] =
{
// empty terrain tile
{IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,
IDC_BOMB,IDC_NOTPOSSIBLE,IDC_MOVE,IDC_MOVE},
// resource tile
{IDC_BUILD,IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,IDC_MOVE,
IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE},
// impassible tile
{IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,
IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,
IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE},
// river tile
{IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,
IDC_BRIDGE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,
IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE},
// trench tile
{IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,
IDC_BRIDGE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,
IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE},
// damaged friendly structure
{IDC_FIX,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_MOVE,IDC_MOVE,
IDC_GUARD,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_DEST,IDC_MOVE},
// undamaged friendly structure
{IDC_NOTPOSSIBLE,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_MOVE,IDC_MOVE,
IDC_GUARD,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_DEST,IDC_MOVE},
// partially built friendly structure
{IDC_BUILD,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_MOVE,IDC_MOVE,
IDC_GUARD,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_DEST,IDC_MOVE},
// friendly repair facility
{IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,
IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,
IDC_NOTPOSSIBLE,IDC_DEST,IDC_SEEKREPAIR},
// friendly damagedrepair facility
{IDC_FIX,IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,
IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,IDC_SEEKREPAIR,
IDC_NOTPOSSIBLE,IDC_DEST,IDC_SEEKREPAIR},
// enemy structure
{IDC_MOVE,IDC_ATTACK,IDC_ATTACK,IDC_ATTACK,IDC_LOCKON,IDC_JAM,IDC_ATTACK,
IDC_ATTACK,IDC_ATTACK,IDC_BOMB,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_MOVE},
// transport
{IDC_EMBARK,IDC_EMBARK,IDC_EMBARK,IDC_EMBARK,IDC_EMBARK,IDC_EMBARK,IDC_EMBARK,
IDC_EMBARK,IDC_EMBARK,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_EMBARK},
// friendly droid
{IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,
IDC_SELECT,IDC_SELECT,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_SELECT},
// damaged friendly droid
{IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,
IDC_PICKUP,IDC_SELECT,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_FIX},
// enemy droid
{IDC_MOVE,IDC_ATTACK,IDC_ATTACK,IDC_ATTACK,IDC_LOCKON,IDC_JAM,IDC_MOVE,
IDC_MOVE,IDC_ATTACK,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_MOVE},
// command droid
{IDC_SELECT,IDC_ATTACH,IDC_ATTACH,IDC_ATTACH,IDC_ATTACH,IDC_ATTACH,IDC_ATTACH,
IDC_ATTACH,IDC_SELECT,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_ATTACH},
// artefact
{IDC_PICKUP,IDC_PICKUP,IDC_PICKUP,IDC_PICKUP,IDC_PICKUP,IDC_PICKUP,IDC_PICKUP,
IDC_PICKUP,IDC_PICKUP,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_PICKUP,IDC_PICKUP},
// feature that can be damaged ie attacked
{IDC_NOTPOSSIBLE,IDC_ATTACK,IDC_ATTACK,IDC_ATTACK,IDC_LOCKON,IDC_NOTPOSSIBLE,
IDC_NOTPOSSIBLE,IDC_ATTACK,IDC_ATTACK,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,
IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE},
// sensor droid
{IDC_SELECT,IDC_GUARD,IDC_LOCKON,IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,
IDC_SELECT,IDC_SELECT,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_FIX},
// wrecked building feature
{IDC_DEST,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,
IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,
IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE},
// construction droid
{IDC_SELECT,IDC_GUARD,IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,IDC_SELECT,
IDC_SELECT,IDC_SELECT,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_FIX},
// sensor structure
{IDC_BUILD,IDC_GUARD,IDC_LOCKON,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_MOVE,IDC_MOVE,
IDC_GUARD,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_DEST,IDC_MOVE},
// damaged sensor structure.
{IDC_FIX,IDC_GUARD,IDC_LOCKON,IDC_GUARD,IDC_GUARD,IDC_GUARD,IDC_MOVE,IDC_MOVE,
IDC_GUARD,IDC_NOTPOSSIBLE,IDC_NOTPOSSIBLE,IDC_DEST,IDC_MOVE},
};
UWORD MPointerImageIDs[]={
IMAGE_CURSOR_DEST, // IDC_DEST
IMAGE_CURSOR_DEFAULT, // IDC_SIGHT
IMAGE_CURSOR_DEFAULT, // IDC_TARGET
IMAGE_CURSOR_DEFAULT, // IDC_LARROW
IMAGE_CURSOR_DEFAULT, // IDC_RARROW
IMAGE_CURSOR_DEFAULT, // IDC_DARROW
IMAGE_CURSOR_DEFAULT, // IDC_UARROW
IMAGE_CURSOR_DEFAULT, // IDC_DEFAULT
IMAGE_CURSOR_DEFAULT, // IDC_EDGEOFMAP
IMAGE_CURSOR_ATTACH, // IDC_ATTACH
IMAGE_CURSOR_ATTACK, // IDC_ATTACK
IMAGE_CURSOR_DEFAULT, // IDC_BOMB
IMAGE_CURSOR_BRIDGE, // IDC_BRIDGE
IMAGE_CURSOR_BUILD, // IDC_BUILD
IMAGE_CURSOR_EMBARK, // IDC_EMBARK
IMAGE_CURSOR_FIX, // IDC_FIX
IMAGE_CURSOR_GUARD, // IDC_GUARD
IMAGE_CURSOR_ECM, // IDC_JAM
IMAGE_CURSOR_LOCKON, // IDC_LOCKON
IMAGE_CURSOR_DEFAULT, // IDC_MENU
IMAGE_CURSOR_MOVE, // IDC_MOVE
IMAGE_CURSOR_NOTPOS, // IDC_NOTPOSSIBLE
IMAGE_CURSOR_PICKUP, // IDC_PICKUP
IMAGE_CURSOR_REPAIR, // IDC_SEEKREPAIR
IMAGE_CURSOR_SELECT, // IDC_SELECT
};
UDWORD scroll_speed_accel=800; // acceleration on scrolling. Game Option.
BOOL buildingDamaged(STRUCTURE *psStructure);
static BOOL repairDroidSelected(UDWORD player);
//static DROID *constructorDroidSelected(UDWORD player);
static BOOL vtolDroidSelected(UDWORD player);
static BOOL anyDroidSelected(UDWORD player);
static BOOL cyborgDroidSelected(UDWORD player);
//static BOOL ctrlShiftDown(void);
static BOOL bInvertMouse = TRUE;
static BOOL bDrawShadows = TRUE;
//BOOL widgetsOn=TRUE; //FALSE;
//BOOL forceWidgetsOn = FALSE;
SELECTION_TYPE establishSelection(UDWORD selectedPlayer);
void dealWithLMB( void );
void dealWithLMBDClick( void );
void dealWithRMB( void );
BOOL mouseInBox(SDWORD x0, SDWORD y0, SDWORD x1, SDWORD y1);
BASE_OBJECT *mouseTarget( void );
OBJECT_POSITION * checkMouseLoc(void);
/* Mouse x and y - no point checking them more than once per frame */
Uint16 mouseXPos = OFF_SCREEN, mouseYPos = OFF_SCREEN;
BOOL bInstantRadarJump = FALSE;
BOOL rotActive = FALSE;
SDWORD desiredPitch = 340;
UDWORD currentFrame;
static UDWORD StartOfLastFrame;
SDWORD rotX;
SDWORD rotY;
UDWORD worldAngle;
UDWORD rotInitial;
UDWORD rotInitialUp;
UDWORD xMoved,yMoved;
//DROID *psSelected3D = NULL;
BOOL gameStats = FALSE;
STRUCTURE *psBuilding;
SDWORD direction = 0;
BOOL edgeOfMap = FALSE;
UDWORD scrollRefTime;
float scrollAccel;
float scrollSpeedLeftRight; //use two directions and add them because its simple
float scrollStepLeftRight;
float scrollSpeedUpDown;
float scrollStepUpDown;
BOOL noDrag3D;
BOOL mouseOverRadar = FALSE;
BOOL mouseOverConsole = FALSE;
BOOL ignoreOrder = FALSE;
BOOL ignoreRMBC = TRUE;
/* Hackety hack hack hack */
/* Has the big blue droid been added to the world? */
BOOL bigBlueInWorld = FALSE;
BOOL missionComplete = FALSE;
UWORD RadarZoomLevel = 0;
int gammaValue = 20;
DROID *psSelectedVtol;
DROID *psDominantSelected;
BOOL CheckScrollLimits(void);
/* Hackety hack hack hack */
SDWORD screenShakeTable[100] =
{
-2,-2,-3,-4,-3,-3,-5,-4,-4,-4,
-4,-5,-5,-5,-5,-7,-5,-6,-8,-6,
-7,-8,-6,-4,-8,-7,-7,-7,-6,-5,
-6,-5,-2,-5,-6,-3,-5,-3,-2,-4,
-5,-3,-2,-0,1,2,2,1,0,0,
0,1,1,3,2,1,0,2,3,4,
4,2,6,4,5,3,7,7,3,6,
4,7,9,10,9,8,6,4,7,5,
5,4,6,2,4,5,3,3,2,1,
1,0,-1,-1,-2,-1,1,0,1,0
};
#define TESTLEVEL_ID (0)
#define METAKEY_DOWN (keyDown(KEY_LALT) || keyDown(KEY_RALT) || keyDown(KEY_LSHIFT) || keyDown(KEY_RSHIFT) )
static BOOL bScreenShakeActive = FALSE;
static UDWORD screenShakeStarted;
static UDWORD screenShakeLength;
//used to determine is a weapon droid is assigned to a sensor tower or sensor droid
static BOOL bSensorAssigned;
//used to determine if the player has selected a Las Sat structure
static BOOL bLasSatStruct;
// Local prototypes
static MOUSE_TARGET itemUnderMouse(BASE_OBJECT **ppObjUnderCursor);
BOOL bShakingPermitted = TRUE;
void setRadarJump(BOOL val)
{
bInstantRadarJump = val;
}
BOOL getRadarJumpStatus( void )
{
return(bInstantRadarJump);
}
BOOL getShakeStatus( void )
{
return(bShakingPermitted);
}
BOOL getInvertMouseStatus( void )
{
return(bInvertMouse);
}
void setInvertMouseStatus( BOOL val )
{
bInvertMouse = val;
}
BOOL getDrawShadows( void )
{
return(bDrawShadows);
}
void setDrawShadows( BOOL val )
{
bDrawShadows = val;
}
void setShakeStatus( BOOL val )
{
bShakingPermitted = val;
}
void shakeStart(void)
{
if(bShakingPermitted)
{
if(!bScreenShakeActive)
{
bScreenShakeActive = TRUE;
screenShakeStarted = gameTime;
screenShakeLength = SHAKE_TIME;//1500;
}
}
}
void shakeStop(void)
{
bScreenShakeActive = FALSE;
player.r.z = 0;
}
static void shakeUpdate(void)
{
UDWORD screenShakePercentage;
/* Check if we're shaking the screen or not */
if(bScreenShakeActive)
{
// screenShakePercentage = (((gameTime-screenShakeStarted)<<8) / screenShakeLength) * 100;
screenShakePercentage = PERCENT(gameTime2-screenShakeStarted,screenShakeLength);
// screenShakePercentage = screenShakePercentage >> 8;
if(screenShakePercentage<100)
{
player.r.z = 0 + DEG(screenShakeTable[screenShakePercentage]);
}
if(gameTime>(screenShakeStarted+screenShakeLength))
{
bScreenShakeActive = FALSE;
player.r.z = 0;
}
}
else
{
if(!getWarCamStatus())
{
player.r.z = 0;
}
}
}
BOOL LoadLevelGraphics(UBYTE LevelNumber)
{
(void)LevelNumber;
return TRUE;
}
/* Initialise the display system */
BOOL dispInitialise(void)
{
noDrag3D = FALSE;
RadarZoomLevel = 0;
return TRUE;
}
BOOL bRadarDragging = FALSE;
void ProcessRadarInput(void)
{
SDWORD PosX,PosY;
int x = mouseX();
int y = mouseY();
UDWORD temp1,temp2;
/* Only allow jump-to-area-of-map if radar is on-screen */
mouseOverRadar = FALSE;
if(radarOnScreen && getHQExists(selectedPlayer))
{
if(CoordInRadar(x,y))
{
mouseOverRadar = TRUE;
if (mousePressed(MOUSE_LMB))
{
if(driveModeActive()) {
driveProcessRadarInput(x,y);
} else {
/* If we're tracking a droid, then cancel that */
// if(getWarCamStatus() == TRUE)
// {
// camToggleStatus();
// }
CalcRadarPosition(x,y,(UDWORD *)&PosX,(UDWORD *)&PosY);
if(mouseOverRadar)
{
// requestRadarTrack(PosX*TILE_UNITS,PosY*TILE_UNITS);
// MARKER
// Send all droids to that location
orderSelectedLoc(selectedPlayer, (PosX*TILE_UNITS)+TILE_UNITS/2,
(PosY*TILE_UNITS)+TILE_UNITS/2);
}
// setViewPos(PosX,PosY);
CheckScrollLimits();
audio_PlayTrack( ID_SOUND_MESSAGEEND );
}
}
if(mouseDrag(MOUSE_RMB,&temp1,&temp2) && !rotActive)
{
CalcRadarPosition(x,y,(UDWORD*)&PosX,(UDWORD*)&PosY);
setViewPos(PosX,PosY,TRUE);
bRadarDragging = TRUE;
if(keyDown(KEY_LCTRL) || keyDown(KEY_RCTRL))
{
player.r.y = 0;
}
}
else if (mousePressed(MOUSE_RMB))
{
#ifdef RADAR_POSITION_AT_ZOOM
CalcRadarPosition(x,y,&PosX,&PosY);
setViewPos(PosX,PosY,TRUE);
CheckScrollLimits();
#endif
/*
RadarZoomLevel++;
if(RadarZoomLevel > MAX_RADARZOOM) {
RadarZoomLevel = 0;
}
SetRadarZoom(RadarZoomLevel);
audio_PlayTrack( ID_SOUND_BUTTON_CLICK_5 );
*/
CalcRadarPosition(x,y,(UDWORD*)&PosX,(UDWORD*)&PosY);
if(bInstantRadarJump)
{
/* Go instantly */
setViewPos(PosX,PosY,TRUE);
}
else
{
/* Pan to it */
requestRadarTrack(PosX*TILE_UNITS,PosY*TILE_UNITS);
}
}
}
}
}
// reset the input state
void resetInput(void)
{
rotActive = FALSE;
dragBox3D.status = DRAG_INACTIVE;
wallDrag.status = DRAG_INACTIVE;
}
/* Process the user input. This just processes the key input and jumping around the radar*/
void processInput(void)
{
BOOL mOverRadar = FALSE;
int WheelZoomIterator;
mouseXPos = mouseX();
mouseYPos = mouseY();
if(radarOnScreen && getHQExists(selectedPlayer) && CoordInRadar(mouseXPos, mouseYPos))
{
mOverRadar = TRUE;
}
StartOfLastFrame = currentFrame;
currentFrame = frameGetFrameNumber();
psBuilding = NULL;
edgeOfMap = FALSE;
ignoreRMBC = FALSE;
/* Process all of our key mappings */
if (mousePressed(MOUSE_LMB) && !mOverRadar && getRadarTrackingStatus())
{
camToggleStatus();
}
if (mousePressed(MOUSE_LMB) && !mOverRadar && getRadarTrackingStatus())
{
camToggleStatus();
}
if (mousePressed(MOUSE_WUP))
{
/* CTRL+WheelUp makes game speed up */
if (keyDown(KEY_LCTRL))
{
kf_SpeedUp();
}
/* Decide if radar or world zoom in */
else if (mOverRadar)
{
kf_RadarZoomIn();
}
else
{
for (WheelZoomIterator = 0; WheelZoomIterator < 10; WheelZoomIterator++)
kf_ZoomIn();
}
}
if (mousePressed(MOUSE_WDN))
{
/* CTRL+WheelDown makes game slow down */
if (keyDown(KEY_LCTRL))
{
kf_SlowDown();
}
/* Decide if radar or world zoom out */
else if (mOverRadar)
{
kf_RadarZoomOut();
}
else
{
for (WheelZoomIterator = 0; WheelZoomIterator < 10; WheelZoomIterator++)
kf_ZoomOut();
}
}
if (intMode == INT_DESIGN)
{
/* Only process the function keys */
keyProcessMappings(TRUE);
}
else if (bAllowOtherKeyPresses)
{
/* Run all standard mappings */
keyProcessMappings(FALSE);
}
else
{
kf_SendTextMessage(); // process multiplayer chat message.
}
/* Allow the user to clear the console if need be */
mouseOverConsole = mouseOverConsoleBox();
if(mouseOverConsole && mousePressed(MOUSE_LMB))
{
setConsolePermanence(FALSE, TRUE);
}
}
static BOOL OverRadarAndNotDragging(void)
{
BOOL OverRadar = mouseOverRadar;
if(getHQExists(selectedPlayer)==FALSE)
{
return(FALSE);
}
if( (dragBox3D.status == DRAG_DRAGGING) || (wallDrag.status == DRAG_DRAGGING) ) {
OverRadar = FALSE;
}
return OverRadar;
}
static void CheckFinishedDrag(void)
{
if(driveModeActive()) {
return;
}
if (mouseReleased(MOUSE_LMB))
{
selectAttempt = FALSE;
if(dragBox3D.status == DRAG_DRAGGING)
{
if(wallDrag.status == DRAG_DRAGGING)
{
//if invalid location keep looking for a valid one
if (buildState == BUILD3D_VALID || buildState == BUILD3D_FINISHED)
{
if ((((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_WALL
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_DEFENSE)
&& !isLasSat((STRUCTURE_STATS *)sBuildDetails.psStats))
{
wallDrag.x2 = mouseTileX;
wallDrag.y2 = mouseTileY;
wallDrag.status = DRAG_RELEASED;
}
}
}
/* Only clear if shift isn't down - this is for the drag selection box for units*/
if(!keyDown(KEY_LCTRL) && !keyDown(KEY_RCTRL)
&& !keyDown(KEY_LSHIFT) && !keyDown(KEY_RSHIFT) && wallDrag.status==DRAG_INACTIVE)
{
clearSelection();
}
dragBox3D.status = DRAG_RELEASED;
dragBox3D.x2 = mouseXPos;
dragBox3D.y2 = mouseYPos;
}
else
{
dragBox3D.status = DRAG_INACTIVE;
wallDrag.status = DRAG_INACTIVE;
}
}
}
static void CheckStartWallDrag(void)
{
if(driveModeActive()) {
return;
}
if(mousePressed(MOUSE_LMB))
{
/* Store away the details if we're building */
// You can start dragging walls from invalid locations so check for
// BUILD3D_POS or BUILD3D_VALID, used tojust check for BUILD3D_VALID.
if( (buildState == BUILD3D_POS) || (buildState == BUILD3D_VALID) )
{
if ((((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_WALL
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_DEFENSE)
&& !isLasSat((STRUCTURE_STATS *)sBuildDetails.psStats))
{
wallDrag.x1 = wallDrag.x2 = mouseTileX;
wallDrag.y1 = wallDrag.y2 = mouseTileY;
wallDrag.status = DRAG_PLACING;
debug( LOG_NEVER, "Start Wall Drag\n" );
}
}
else if (intBuildSelectMode())//if we were in build select mode
{
//uhoh no place to build here
audio_PlayTrack(ID_SOUND_BUILD_FAIL);
}
}
}
//this function is called when a location has been chosen to place a structure or a DP
static BOOL CheckFinishedFindPosition(void)
{
BOOL OverRadar = OverRadarAndNotDragging();
/* Do not let the player position buildings 'under' the radar */
if(mouseReleased(MOUSE_LMB) && !OverRadar)
{
if (buildState == BUILD3D_VALID)
{
if ((((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_WALL
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_DEFENSE)
&& !isLasSat((STRUCTURE_STATS *)sBuildDetails.psStats))
{
int dx, dy;
wallDrag.x2 = mouseTileX;
wallDrag.y2 = mouseTileY;
dx = abs(mouseTileX - wallDrag.x1);
dy = abs(mouseTileY - wallDrag.y1);
if(dx >= dy) {
wallDrag.y2 = wallDrag.y1;
} else if(dx < dy) {
wallDrag.x2 = wallDrag.x1;
}
wallDrag.status = DRAG_RELEASED;
}
debug( LOG_NEVER, "BUILD3D_FINISHED\n" );
buildState = BUILD3D_FINISHED;
return TRUE;
}
}
return FALSE;
}
static void HandleDrag(void)
{
UDWORD dragX, dragY;
if(driveModeActive()) {
if(mouseDown(MOUSE_LMB)) {
if(buildState == BUILD3D_VALID)
{
if ((((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_WALL
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_DEFENSE)
&& !isLasSat((STRUCTURE_STATS *)sBuildDetails.psStats))
{
int dx,dy;
wallDrag.x2 = mouseTileX;
wallDrag.y2 = mouseTileY;
dx = abs(mouseTileX - wallDrag.x1);
dy = abs(mouseTileY - wallDrag.y1);
if(dx >= dy) {
wallDrag.y2 = wallDrag.y1;
} else if(dx < dy) {
wallDrag.x2 = wallDrag.x1;
}
wallDrag.status = DRAG_DRAGGING;
}
}
}
return;
}
if(mouseDrag(MOUSE_LMB, &dragX, &dragY) && !mouseOverRadar && !mouseDown(MOUSE_RMB))
{
dragBox3D.x1 = dragX;
dragBox3D.x2 = mouseXPos;
dragBox3D.y1 = dragY;
dragBox3D.y2 = mouseYPos;
if(buildState == BUILD3D_VALID)
{
if ((((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_WALL
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_DEFENSE)
&& !isLasSat((STRUCTURE_STATS *)sBuildDetails.psStats))
{
int dx, dy;
wallDrag.x2 = mouseTileX;
wallDrag.y2 = mouseTileY;
dx = abs(mouseTileX - wallDrag.x1);
dy = abs(mouseTileY - wallDrag.y1);
if(dx >= dy) {
wallDrag.y2 = wallDrag.y1;
} else if(dx < dy) {
wallDrag.x2 = wallDrag.x1;
}
wallDrag.status = DRAG_DRAGGING;
}
}
dragBox3D.status = DRAG_DRAGGING;
}
}
static UDWORD CurrentItemUnderMouse;
UDWORD getTargetType(void)
{
return CurrentItemUnderMouse;
}
//don't want to do any of these whilst in the Intelligence Screen
void processMouseClickInput(void)
{
UDWORD i;
SELECTION_TYPE selection;
MOUSE_TARGET item=MT_NOTARGET;
BOOL OverRadar = OverRadarAndNotDragging();
// These four functions were embedded in this function but I moved them out for readability. In the
// absense of any comments I had a guess as to there use and named them accordingly PD 28/05/98.
//ignoreOrder = CheckFinishedWallDrag(); - this name is misleading since called for all Structures AB
ignoreOrder = CheckFinishedFindPosition();
CheckStartWallDrag();
HandleDrag();
CheckFinishedDrag();
//
if ((mouseReleased(MOUSE_LMB) /*|| keyPressed(KEY_RCTRL)*/) && !OverRadar &&
dragBox3D.status!=DRAG_RELEASED && !ignoreOrder && !mouseOverConsole && !bDisplayMultiJoiningStatus)
{
dealWithLMB();
}
if (mouseDClicked(MOUSE_LMB))
{
dealWithLMBDClick();
}
if(driveModeActive() && !driveTacticalActive()) {
driveProcessAquireButton();
} else {
if(!driveModeActive()) {
if(mouseReleased(MOUSE_RMB) && !rotActive && !ignoreRMBC)
{
// clearSelection();
// psSelected3D = NULL;
dragBox3D.status = DRAG_INACTIVE;
// Pretty sure we wan't set walldrag status here aswell.
wallDrag.status = DRAG_INACTIVE;
// printf("Cancel Wall Drag\n");
bRadarDragging = FALSE;
dealWithRMB();
// Why?
if(getWarCamStatus())
{
camToggleStatus();
}
}
if(!mouseDrag(MOUSE_RMB,(UDWORD*)&rotX,(UDWORD*)&rotY) && bRadarDragging)
{
bRadarDragging = FALSE;
}
/* Right mouse click kills a building placement */
if( mouseReleased(MOUSE_RMB) &&
(buildState == BUILD3D_POS || buildState == BUILD3D_VALID))
{
/* Stop the placement */
kill3DBuilding();
bRadarDragging = FALSE;
}
if(mouseDrag(MOUSE_RMB,(UDWORD *)&rotX,(UDWORD *)&rotY) && !rotActive && !bRadarDragging)
{
rotInitial = player.r.y;
rotInitialUp = player.r.x;
xMoved = 0;
yMoved = 0;
rotActive = TRUE;
}
}
}
selection = establishSelection(selectedPlayer);
ASSERT( selection<=POSSIBLE_SELECTIONS,"Weirdy selection!" );
if((selection != SC_INVALID) && !gamePaused())
{
BASE_OBJECT *ObjUnderMouse;
item = itemUnderMouse(&ObjUnderMouse);
ASSERT( item<POSSIBLE_TARGETS,"Weirdy target!" );
// alliance override. If in alli then just use the move icon. - but not if its the same player
//in single player, the genexp script defaults to setting an alliance between player 0 and selectedPlayer
if(ObjUnderMouse && (selectedPlayer != ObjUnderMouse->player) &&
aiCheckAlliances(selectedPlayer,ObjUnderMouse->player))
{
item = MT_NOTARGET;
}
if(item != MT_NOTARGET)
{
// exceptions to the lookup table.
if (ctrlShiftDown() &&
(ObjUnderMouse != NULL) &&
(ObjUnderMouse->player == selectedPlayer) &&
(ObjUnderMouse->type == OBJ_DROID))
{
item = MT_OWNDROID;
}
else if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) &&
(ObjUnderMouse != NULL) &&
(ObjUnderMouse->player == selectedPlayer))
{
if (selection == SC_DROID_REPAIR)
{
item = MT_OWNDROIDDAM;
}
else
{
// attacking own unit
item = MT_ENEMYDROID;
}
}
//in multiPlayer can only put cyborgs onto a Transporter
else if (bMultiPlayer && item == MT_TRANDROID)
{
if (!cyborgDroidSelected(selectedPlayer))
{
item = MT_BLOCKING;
}
}
else if (selection==SC_DROID_CONSTRUCT)
{
// We don't allow the build cursor under certain circumstances ....
// can't build if res extractors arent available.
if (item == MT_RESOURCE)
{
for(i=0;(i<numStructureStats)&&(asStructureStats[i].type != REF_RESOURCE_EXTRACTOR);i++); // find resource stat
if( (i < numStructureStats) && (apStructTypeLists[selectedPlayer][i] == UNAVAILABLE)) // check if you can build it!
{
item = MT_BLOCKING; // don't allow build pointer.
}
}
// repair instead of sensor/guard with cons. droids.
else if (item == MT_SENSOR)
{
if(ObjUnderMouse // something valid
&& (ObjUnderMouse->type == OBJ_STRUCTURE))// check if struct
{
if(buildingDamaged((STRUCTURE *)ObjUnderMouse))
{
item = MT_OWNSTRDAM; // replace guard/sense with usual icons.
}else{
item = MT_OWNSTROK;
}
}
}
}
else if (item == MT_SENSOR
&& selection == SC_DROID_INDIRECT
&& (keyDown(KEY_LSHIFT) || keyDown(KEY_RSHIFT)))
{
selection = SC_DROID_SENSOR;
}
// check the type of sensor for indirect weapons
else if ((item == MT_SENSOR || item == MT_SENSORSTRUCT || item == MT_SENSORSTRUCTDAM)
&& selection == SC_DROID_INDIRECT )
{
if (!droidSensorDroidWeapon(ObjUnderMouse, psDominantSelected))
{
item = MT_BLOCKING;
}
}
//check for VTOL droids being assigned to a sensor droid/structure
else if ( (item == MT_SENSOR || item == MT_SENSORSTRUCT || item == MT_SENSORSTRUCTDAM)
&& selection == SC_DROID_DIRECT
&& vtolDroidSelected((UBYTE)selectedPlayer))
{
// NB. psSelectedVtol was set by vtolDroidSelected - yes I know its horrible, but it
// only smells as much as the rest of display.c so I don't feel so bad
if (droidSensorDroidWeapon(ObjUnderMouse, psSelectedVtol))
{
selection = SC_DROID_INDIRECT;
}
else
{
item = MT_BLOCKING;
}
}
//vtols cannot pick up artifacts
else if (item == MT_ARTIFACT
&& selection == SC_DROID_DIRECT
&& vtolDroidSelected((UBYTE)selectedPlayer))
{
item = MT_BLOCKING;
}
//VTOL's can't be moved to empty terrain
/* else if (vtolDroidSelected((UBYTE)selectedPlayer)
&& item == MT_TERRAIN
&& selection == SC_DROID_DIRECT)
{
item = MT_BLOCKING;
}*/
//in multiPlayer Transporters can be moved around the terrain - and repaired
if (bMultiPlayer && selection == SC_DROID_TRANSPORTER && (
item == MT_TERRAIN || item == MT_REPAIR))
{
//change to standard droid selection
selection = SC_DROID_INDIRECT;
}
else if (item == MT_TERRAIN
&& TERRAIN_TYPE(mapTile(mouseTileX,mouseTileY)) == TER_CLIFFFACE)
{
item = MT_BLOCKING;
}
frameSetCursorFromRes((SWORD)arnMPointers[item][selection]);
}
}
else
{
//exceptions, exceptions...AB 10/06/99
if (bMultiPlayer && bLasSatStruct)
{
BASE_OBJECT *ObjUnderMouse;
item = itemUnderMouse(&ObjUnderMouse);
ASSERT( item<POSSIBLE_TARGETS,"Weirdy target!" );
if (item == MT_ENEMYDROID || item == MT_ENEMYSTR || item == MT_DAMFEATURE)
{
//display attack cursor
frameSetCursorFromRes(IDC_ATTACK);
}
else
{
//display block cursor
frameSetCursorFromRes(IDC_NOTPOSSIBLE);
}
}
else
{
frameSetCursorFromRes(IDC_DEFAULT);
}
}
CurrentItemUnderMouse= item;
}
void scroll(void)
{
float radians;
float cosine, sine;
SDWORD xDif,yDif;
#ifdef VISIBLE_SCROLL
SDWORD newx,newy;
#endif
UDWORD timeDiff;
BOOL bRetardScroll = FALSE;
BOOL mouseAtLeft = FALSE, mouseAtRight = FALSE,
mouseAtTop = FALSE, mouseAtBottom = FALSE;
if(InGameOpUp || bDisplayMultiJoiningStatus ) // cant scroll when menu up. or when over radar
{
return;
}
if(!keyDown(KEY_LCTRL) && !keyDown(KEY_RCTRL))
{
/* Scroll left */
if (keyDown(KEY_LEFTARROW) || mouseXPos < BOUNDARY_X)
{
mouseAtLeft = TRUE;
if(!keyDown(KEY_LEFTARROW) && mouseXPos > BOUNDARY_X/2)
{
bRetardScroll = TRUE;
}
}
/* Scroll right */
if ( keyDown(KEY_RIGHTARROW) || mouseXPos > (pie_GetVideoBufferWidth() - BOUNDARY_X) )
{
mouseAtRight = TRUE;
if( !keyDown(KEY_RIGHTARROW) && mouseXPos < (pie_GetVideoBufferWidth() - BOUNDARY_X/2) )
{
bRetardScroll = TRUE;
}
}
/* Scroll up */
if (keyDown(KEY_UPARROW) || (mouseYPos < BOUNDARY_Y))
{
mouseAtBottom = TRUE;
if(!keyDown(KEY_UPARROW) && mouseYPos > BOUNDARY_Y/2)
{
bRetardScroll = TRUE;
}
}
/* Scroll down */
if ( keyDown(KEY_DOWNARROW) || mouseYPos > (pie_GetVideoBufferHeight() - BOUNDARY_Y) )
{
mouseAtTop = TRUE;
if( !keyDown(KEY_DOWNARROW) && mouseYPos < (pie_GetVideoBufferHeight() - BOUNDARY_Y/2) )
{
bRetardScroll = TRUE;
}
}
}
else
{
/* Scroll left */
if (mouseXPos < BOUNDARY_X)
{
mouseAtLeft = TRUE;
if(!keyDown(KEY_LEFTARROW) && mouseXPos > BOUNDARY_X/2)
{
bRetardScroll = TRUE;
}
}
/* Scroll right */
if (mouseXPos > (pie_GetVideoBufferWidth() - BOUNDARY_X))
{
mouseAtRight = TRUE;
if( !keyDown(KEY_RIGHTARROW) && mouseXPos < (pie_GetVideoBufferWidth() - BOUNDARY_X/2) )
{
bRetardScroll = TRUE;
}
}
/* Scroll up */
if (mouseYPos < BOUNDARY_Y)
{
mouseAtBottom = TRUE;
if(!keyDown(KEY_UPARROW) && mouseYPos > BOUNDARY_Y/2)
{
bRetardScroll = TRUE;
}
}
/* Scroll down */
if (mouseYPos > (pie_GetVideoBufferHeight() - BOUNDARY_Y))
{
mouseAtTop = TRUE;
if(!keyDown(KEY_DOWNARROW) && mouseYPos < (pie_GetVideoBufferHeight() - BOUNDARY_Y/2) )
{
bRetardScroll = TRUE;
}
}
}
/* Time to update scroll - change to should be time */
timeDiff = SDL_GetTicks() - scrollRefTime;
// WHEN its fixed - you can uncomment it!
/*
if(bRetardScroll && FALSE) //temp until fixed
{
timeDiff/=2;
}
*/
/* Store reference time */
scrollRefTime = SDL_GetTicks();
if (timeDiff > GTIME_MAXFRAME)
{
timeDiff = GTIME_MAXFRAME;
}
scrollAccel = (float)scroll_speed_accel * (float)(timeDiff) / (float)GAME_TICKS_PER_SEC;
if(mouseAtLeft)
{
if(scrollSpeedLeftRight > 0)
scrollSpeedLeftRight = 0.0f;
scrollSpeedLeftRight -= scrollAccel;
if(scrollSpeedLeftRight < -(float)MAX_SCROLL_SPEED)
{
scrollSpeedLeftRight = -(float)MAX_SCROLL_SPEED;
}
}
else if(mouseAtRight)
{
if(scrollSpeedLeftRight < 0)
scrollSpeedLeftRight = 0.0f;
scrollSpeedLeftRight += scrollAccel;
if(scrollSpeedLeftRight > (float)MAX_SCROLL_SPEED)
{
scrollSpeedLeftRight = (float)MAX_SCROLL_SPEED;
}
}
else // not at left or right so retard the scroll
{
if(scrollSpeedLeftRight > 2*scrollAccel)
{
scrollSpeedLeftRight -= 2*scrollAccel;
}
else if(scrollSpeedLeftRight < -2*scrollAccel)
{
scrollSpeedLeftRight += 2*scrollAccel;
}
else
{
scrollSpeedLeftRight = 0.0f;
}
}
if(mouseAtBottom)//its at the top??
{
if(scrollSpeedUpDown < 0)
scrollSpeedUpDown = 0.0f;
scrollSpeedUpDown += scrollAccel;
if(scrollSpeedUpDown > (float)MAX_SCROLL_SPEED)
{
scrollSpeedUpDown = (float)MAX_SCROLL_SPEED;
}
}
else if(mouseAtTop)//its at the bottom??
{
if(scrollSpeedUpDown > 0)
scrollSpeedUpDown = 0.0f;
scrollSpeedUpDown -= scrollAccel;
if(scrollSpeedUpDown < -(float)MAX_SCROLL_SPEED)
{
scrollSpeedUpDown = -(float)MAX_SCROLL_SPEED;
}
}
else // not at top or bottom so retard the scroll
{
if(scrollSpeedUpDown > scrollAccel)
{
scrollSpeedUpDown -= 2*scrollAccel;
}
else if(scrollSpeedUpDown < -scrollAccel)
{
scrollSpeedUpDown += 2*scrollAccel;
}
else
{
scrollSpeedUpDown = 0.0f;
}
}
// scrool speeds updated in proportion to frame time calculate how far to step in each direction
scrollStepLeftRight = scrollSpeedLeftRight * (float)(timeDiff) /
(float)GAME_TICKS_PER_SEC;
scrollStepUpDown = scrollSpeedUpDown * (float)(timeDiff) /
(float)GAME_TICKS_PER_SEC;
/* Get angle vector to scroll along */
worldAngle = (UDWORD) ((UDWORD)player.r.y/DEG_1)%360;
direction = (360) - worldAngle;
/* Convert to radians */
radians = ((M_PI / 180) * (direction));
cosine = cosf(radians);
sine = sinf(radians);
/* Get x component of movement */
xDif = ROUND(cosine * scrollStepLeftRight + sine * scrollStepUpDown);
/* Get y component of movement */
yDif = ROUND(sine * scrollStepLeftRight - cosine * scrollStepUpDown);
/* Adjust player's position by these components */
#ifdef VISIBLE_SCROLL
newx = player.p.x + xDif;
newy = player.p.z + yDif;
if (mapTile((((VISIBLE_XTILES/2)<<TILE_SHIFT) + newx) >> TILE_SHIFT,
(((VISIBLE_YTILES/2)<<TILE_SHIFT) + newy) >> TILE_SHIFT)->tileVisBits & (1 << selectedPlayer))
{
player.p.x = newx;
player.p.z = newy;
}
else
{
if (player.p.x >> TILE_SHIFT != newx >> TILE_SHIFT)
{
scrollSpeedLeftRight = 0;
}
else
{
player.p.x = newx;
}
if (player.p.z >> TILE_SHIFT != newy >> TILE_SHIFT)
{
scrollSpeedUpDown = 0;
}
else
{
player.p.z = newy;
}
}
#else
player.p.x += xDif;
player.p.z += yDif;
#endif
edgeOfMap = CheckScrollLimits();
}
// Check a coordinate is within the scroll limits, uses object type coords ie UWORDs.
// Returns TRUE if edge hit.
//
BOOL CheckObjInScrollLimits(UWORD *xPos,UWORD *zPos)
{
SDWORD xp = ((SWORD)(*xPos)) - VISIBLE_XTILES*TILE_UNITS/2;
SDWORD zp = ((SWORD)(*zPos)) - VISIBLE_YTILES*TILE_UNITS/2;
BOOL ret = CheckInScrollLimits(&xp,&zp);
*xPos = (UWORD)(xp + VISIBLE_XTILES*TILE_UNITS/2);
*zPos = (UWORD)(zp + VISIBLE_YTILES*TILE_UNITS/2);
return ret;
}
// Check a coordinate is within the scroll limits, SDWORD version.
// Returns TRUE if edge hit.
//
BOOL CheckInScrollLimits(SDWORD *xPos,SDWORD *zPos)
{
BOOL EdgeHit = FALSE;
SDWORD minX,minY,maxX,maxY;
//always view that little bit more than the scroll limits...
/*minX = scrollMinX * TILE_UNITS;
minY = scrollMinY * TILE_UNITS;
maxX = (((scrollMaxX-1) - visibleXTiles) * TILE_UNITS);
maxY = (((scrollMaxY-1) - visibleYTiles) * TILE_UNITS);
if(scrollMinX==0)
{
minX = ((0 - visibleXTiles/2) * TILE_UNITS);
}
if((UDWORD)scrollMaxX == mapWidth)
{
maxX = ((mapWidth-1-(visibleXTiles/2)) * TILE_UNITS);
}
if(scrollMinY==0)
{
minY = ((0 - visibleYTiles/2) * TILE_UNITS);
}
if((UDWORD)scrollMaxY == mapHeight)
{
maxY = ((mapHeight-1-(visibleYTiles/2)) * TILE_UNITS);
}*/
minX = (scrollMinX - (visibleXTiles/2)) * TILE_UNITS;
maxX = ((scrollMaxX - 1) - (visibleXTiles/2)) * TILE_UNITS;
minY = (scrollMinY - (visibleYTiles/2)) * TILE_UNITS;
maxY = ((scrollMaxY - 1) - (visibleYTiles/2)) * TILE_UNITS;
//scroll is limited to what can be seen for current campaign
if (*xPos < minX)
{
*xPos = minX;
EdgeHit = TRUE;
}
else
if (*xPos >= maxX)
{
*xPos = maxX;
EdgeHit = TRUE;
}
if (*zPos < minY)
{
*zPos = minY;
EdgeHit = TRUE;
}
else
if (*zPos >= maxY)
{
*zPos = maxY;
EdgeHit = TRUE;
}
return EdgeHit;
}
// Check the view is within the scroll limits,
// Returns TRUE if edge hit.
//
BOOL CheckScrollLimits(void)
{
SDWORD xp = player.p.x;
SDWORD zp = player.p.z;
BOOL ret = CheckInScrollLimits(&xp,&zp);
player.p.x = xp;
player.p.z = zp;
return ret;
}
/* Do the 3D display */
void displayWorld(void)
{
Vector3i pos;
shakeUpdate();
if (mouseDown(MOUSE_RMB) && rotActive)
{
if (abs(mouseXPos - rotX) > 8 || xMoved > 8)
{
xMoved += abs(mouseXPos - rotX);
if (mouseXPos < rotX)
{
player.r.y = rotInitial + (rotX - mouseXPos)/2 * DEG(1);
}
else
{
player.r.y = rotInitial - (mouseXPos - rotX)/2 * DEG(1);
}
}
if (abs(mouseYPos - rotY) > 8 || yMoved > 8)
{
yMoved += abs(mouseYPos - rotY);
if (bInvertMouse)
{
if (mouseYPos < rotY)
{
player.r.x = rotInitialUp + (rotY - mouseYPos)/3 * DEG(1);
}
else
{
player.r.x = rotInitialUp - (mouseYPos - rotY)/3 * DEG(1);
}
}
else
{
if(mouseYPos < rotY)
{
player.r.x = rotInitialUp - (rotY - mouseYPos)/3 * DEG(1);
}
else
{
player.r.x = rotInitialUp + (mouseYPos - rotY)/3 * DEG(1);
}
}
if(player.r.x > DEG(360 + MAX_PLAYER_X_ANGLE))
{
player.r.x = DEG(360 + MAX_PLAYER_X_ANGLE);
}
if(player.r.x < DEG(360 + MIN_PLAYER_X_ANGLE))
{
player.r.x = DEG(360 + MIN_PLAYER_X_ANGLE);
}
setDesiredPitch(player.r.x/DEG_1);
}
}
if(mouseReleased(MOUSE_RMB) && rotActive)
{
rotActive = FALSE;
xMoved = yMoved = 0;
ignoreRMBC = TRUE;
pos.x = player.r.x;
pos.y = player.r.y;
pos.z = player.r.z;
camInformOfRotation(&pos);
bRadarDragging = FALSE;
}
draw3DScene();
}
BOOL mouseInBox(SDWORD x0, SDWORD y0, SDWORD x1, SDWORD y1)
{
if(mouseXPos > x0 && mouseXPos < x1 && mouseYPos > y0 && mouseYPos < y1)
{
return TRUE;
}
return FALSE;
}
BOOL DrawnInLastFrame(SDWORD Frame)
{
if (Frame>=(SDWORD)StartOfLastFrame)
{
return TRUE;
}
return FALSE;
}
/*
Returns what the mouse was clicked on. Only called if there was a mouse pressed message
on MOUSE_LMB. We aren't concerned here with setting selection flags - just what it
actually was
*/
BASE_OBJECT *mouseTarget( void )
{
UDWORD i;
BASE_OBJECT *psReturn;
DROID *psDroid;
UDWORD dispX,dispY,dispR;
if( (mouseTileX < 0) ||
(mouseTileY < 0) ||
(mouseTileX > (SDWORD)(mapWidth-1)) ||
(mouseTileY > (SDWORD)(mapHeight-1)) )
{
return(NULL);
}
/* We haven't found anything yet */
psReturn = NULL;
/* First have a look through the droid lists */
for (i=0; i<MAX_PLAYERS; i++)
{
/* Note the !psObject check isn't really necessary as the goto will jump out */
for (psDroid = apsDroidLists[i]; psDroid && !psReturn;
psDroid = psDroid->psNext)
{
dispX = psDroid->sDisplay.screenX;
dispY = psDroid->sDisplay.screenY;
dispR = psDroid->sDisplay.screenR;
/* Only check droids that're on screen */
// Has the droid been drawn since the start of the last frame
if (psDroid->visible[selectedPlayer] && DrawnInLastFrame(psDroid->sDisplay.frameNumber)==TRUE)
// if(psDroid->sDisplay.frameNumber+1 == currentFrame)
{
if (mouseInBox(dispX-dispR, dispY-dispR, dispX+dispR, dispY+dispR))
{
/* We HAVE clicked on droid! */
psReturn = (BASE_OBJECT *) psDroid;
/* There's no point in checking other object types */
return(psReturn);
}
}
}
} // end of checking for droids
/* Not a droid, so maybe a structure or feature?
If still NULL after this then nothing */
psReturn = getTileOccupier(mouseTileX, mouseTileY);
/* Send the result back - if it's null then we clicked on an area of terrain */
return(psReturn);
}
UWORD lastangle; // debugging only
// Dummy structure stats used for positioning delivery points.
static STRUCTURE_STATS ReposStats;
static BOOL ReposValid = FALSE;
static BOOL BVReposValid = FALSE;
static FLAG_POSITION *ReposFlag;
void StartTacticalScroll(BOOL driveActive)
{
}
void StartTacticalScrollObj(BOOL driveActive,BASE_OBJECT *psObj)
{
}
void CancelTacticalScroll(void)
{
}
void displayInitVars(void)
{
ReposValid = FALSE;
BVReposValid = FALSE;
}
// Start repositioning a delivery point.
//
void StartDeliveryPosition( OBJECT_POSITION *psLocation )
{
FLAG_POSITION *psFlagPos;
/* clear the selection */
// clearSelection();
//clear the Deliv Point if one
for (psFlagPos = apsFlagPosLists[selectedPlayer]; psFlagPos;
psFlagPos = psFlagPos->psNext)
{
psFlagPos->selected = FALSE;
}
//set this object position to be highlighted
psLocation->selected = TRUE;
if(bInTutorial)
{
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_DELIVPOINTMOVED);
}
// Setup dummy structure stats for positioning a delivery point.
ReposValid = FALSE;
ReposFlag = NULL;
ReposStats.baseWidth = 1;
ReposStats.baseBreadth = 1;
ReposStats.ref = 0;//REF_STRUCTURE_START;
//set up the buildSite variable for drawing
buildSite.xTL = (UWORD)psLocation->screenX;
buildSite.yTL = (UWORD)psLocation->screenY;
buildSite.xBR = (UWORD)(buildSite.xTL-1);
buildSite.yBR = (UWORD)(buildSite.yTL-1);
init3DBuilding((BASE_STATS *)&ReposStats, FinishDeliveryPosition, psLocation);
}
// Finished repositioning a delivery point.
//
void FinishDeliveryPosition(UDWORD xPos,UDWORD yPos,void *UserData)
{
//This deals with adding waypoints and moving the primary
processDeliveryPoint(((FLAG_POSITION*)UserData)->player,
xPos<<TILE_SHIFT, yPos<<TILE_SHIFT);
//deselect it
((FLAG_POSITION*)UserData)->selected = FALSE;
CancelDeliveryRepos();
}
// Cancel repositioning of the delivery point without moveing it.
//
/*void CancelDeliveryRepos(void)
{
if((ReposValid) && (ReposFlag!=NULL))
{
if(driveModeActive())
{
DROID *Driven = driveGetDriven();
if(Driven != NULL) {
Driven->selected = TRUE;
camAllignWithTarget(Driven);
}
driveEnableControl();
}
ReposValid = FALSE;
ReposFlag = NULL;
buildState = BUILD3D_NONE;
}
}*/
// Get the current screen position of the delivery point.
//
/*BOOL GetDeliveryRepos(UDWORD *xPos,UDWORD *yPos)
{
if((ReposValid) && (ReposFlag!=NULL))
{
*xPos = scoord_PC2PSXx(ReposFlag->screenX);
*yPos = scoord_PC2PSXy(ReposFlag->screenY);
return TRUE;
}
return FALSE;
}*/
// Is there a valid delivery point repositioning going on.
//
BOOL DeliveryReposValid(void)
{
if(driveModeActive()) {
return ReposValid && (ReposFlag !=NULL);
} else {
return BVReposValid;
}
}
// Cancel repositioning of the delivery point without moving it.
//
void CancelDeliveryRepos(void)
{
if((ReposValid) && (ReposFlag!=NULL))
{
if(driveModeActive())
{
DROID *Driven = driveGetDriven();
if(Driven != NULL) {
// Driven->selected = TRUE;
SelectDroid(Driven);
camAllignWithTarget((BASE_OBJECT *)Driven);
}
driveEnableControl();
}
ReposValid = FALSE;
ReposFlag = NULL;
}
BVReposValid = FALSE;
}
// check whether a clicked on droid is in a command group or assigned to a sensor
static BOOL droidHasLeader(DROID *psDroid)
{
BASE_OBJECT *psLeader;
if (psDroid->droidType == DROID_COMMAND ||
psDroid->droidType == DROID_SENSOR)
{
return FALSE;
}
psLeader = NULL;
if ((psDroid->psGroup != NULL) &&
(psDroid->psGroup->type == GT_COMMAND))
{
psLeader = (BASE_OBJECT *)psDroid->psGroup->psCommander;
}
else
{
//psLeader can be either a droid or a structure
orderStateObj(psDroid, DORDER_FIRESUPPORT, &psLeader);
}
if (psLeader != NULL)
{
// psLeader->selected = TRUE;
if (psLeader->type == OBJ_DROID)
{
SelectDroid((DROID *)psLeader);
}
assignSensorTarget(psLeader);
return TRUE;
}
return FALSE;
}
// deal with selecting a droid
void dealWithDroidSelect(DROID *psDroid, BOOL bDragBox)
{
DROID *psD;
BOOL bGotGroup;
SDWORD groupNumber = 0;
/* Toggle selection on and off - allows you drag around a big
area of droids and then exclude certain individuals */
if(!bDragBox &&
psDroid->selected==TRUE)
{
// psDroid->selected = FALSE;
DeSelectDroid(psDroid);
// was "=="
psDroid->group = UBYTE_MAX;
// if(OrderUp)
{
/* Fix this ALEX M!!! */
}
}
else if (keyDown(KEY_LCTRL) || keyDown(KEY_RCTRL) || keyDown(KEY_LSHIFT) || keyDown(KEY_RSHIFT)
|| !droidHasLeader(psDroid))
{
for(psD = apsDroidLists[selectedPlayer],bGotGroup = FALSE;
psD && !bGotGroup; psD = psD->psNext)
{
if(psD->selected && (psD->group!=UBYTE_MAX))
{
bGotGroup = TRUE;
groupNumber = psD->group;
}
}
if(bGotGroup && ( keyDown(KEY_LCTRL) || keyDown(KEY_RCTRL) || keyDown(KEY_LSHIFT) || keyDown(KEY_RSHIFT)) )
{
psDroid->group = (UBYTE)groupNumber;
secondarySetAverageGroupState(selectedPlayer, (UDWORD)groupNumber);
}
// psDroid->selected = TRUE;
if(keyDown(KEY_LALT) || keyDown(KEY_RALT) )
{
/* We only want to select weapon units if ALT is down on a drag */
if(psDroid->asWeaps[0].nStat > 0)
{
SelectDroid(psDroid);
}
}
else
{
SelectDroid(psDroid);
}
/* if(psDroid->droidType == DROID_COMMAND)
{
cmdSelectSubDroids(psDroid);
}*/
// intObjectSelected((BASE_OBJECT *)psDroid);
if (bInTutorial)
{
psCBSelectedDroid = psDroid;
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_DROID_SELECTED);
psCBSelectedDroid = NULL;
}
}
}
static void FeedbackOrderGiven(void)
{
static UDWORD LastFrame = 0;
UDWORD ThisFrame = frameGetFrameNumber();
// Ensure only played once per game cycle.
if(ThisFrame != LastFrame) {
audio_PlayTrack(ID_SOUND_SELECT);
LastFrame = ThisFrame;
}
}
static void FeedbackClickedOn(void)
{
FeedbackOrderGiven();
}
// check whether the queue order keys are pressed
BOOL ctrlShiftDown(void)
{
return keyDown(KEY_LCTRL) || keyDown(KEY_RCTRL) || keyDown(KEY_LSHIFT) || keyDown(KEY_RSHIFT);
}
void BeepMessage(UDWORD StringID)
{
static UDWORD LastFrame = 0;
UDWORD ThisFrame = frameGetFrameNumber();
// Ensure only done once per game cycle.
if(ThisFrame != LastFrame) {
addConsoleMessage(strresGetString(psStringRes,StringID),DEFAULT_JUSTIFY);
audio_PlayTrack( ID_SOUND_BUILD_FAIL );
LastFrame = ThisFrame;
}
}
void AddDerrickBurningMessage(void)
{
addConsoleMessage(_("Cannot Build. Oil Resource Burning."),DEFAULT_JUSTIFY);
audio_PlayTrack( ID_SOUND_BUILD_FAIL );
}
static inline void dealWithLMBDroid(DROID* psDroid, SELECTION_TYPE selection)
{
if(psDroid->player != selectedPlayer)
{
/* We've clicked on somebody else's droid */
// addConsoleMessage("Clicked on another player's droid",DEFAULT_JUSTIFY);
orderSelectedObjAdd(selectedPlayer, (BASE_OBJECT*)psDroid, ctrlShiftDown());
//lasSat structure can select a target - in multiPlayer only
if (bMultiPlayer && bLasSatStruct &&
aiCheckAlliances(selectedPlayer, psDroid->player) == FALSE)
{
orderStructureObj(selectedPlayer, (BASE_OBJECT*)psDroid);
}
FeedbackOrderGiven();
driveDisableTactical();
return;
}
if (ctrlShiftDown())
{
// select/deselect etc. the droid
dealWithDroidSelect(psDroid, FALSE);
}
else if (psDroid->droidType == DROID_TRANSPORTER)
{
if (selection == SC_INVALID)
{
//in multiPlayer mode we RMB to get the interface up
if (bMultiPlayer)
{
psDroid->selected = TRUE;
}
else
{
intResetScreen(FALSE);
if(!getWidgetsStatus())
{
setWidgetsStatus(TRUE);
}
addTransporterInterface(psDroid, FALSE);
}
}
else
{
orderSelectedObj(selectedPlayer, (BASE_OBJECT*)psDroid);
FeedbackOrderGiven();
}
}
else if (keyDown(KEY_LALT) || keyDown(KEY_RALT))
{
// try to attack your own unit
DROID* psCurr;
for(psCurr = apsDroidLists[selectedPlayer]; psCurr; psCurr = psCurr->psNext)
{
if ((psCurr != psDroid) && // can't attack yourself
(psCurr->selected))
{
DROID_OACTION_INFO oaInfo = {{NULL}};
if ((psCurr->droidType == DROID_WEAPON) ||
(psCurr->droidType == DROID_CYBORG) ||
(psCurr->droidType == DROID_CYBORG_SUPER) ||
(psCurr->droidType == DROID_COMMAND))
{
oaInfo.objects[0] = (BASE_OBJECT*)psDroid;
orderDroidObj(psCurr, DORDER_ATTACK, &oaInfo);
FeedbackOrderGiven();
}
else if (psCurr->droidType == DROID_SENSOR)
{
oaInfo.objects[0] = (BASE_OBJECT*)psDroid;
orderDroidObj(psCurr, DORDER_OBSERVE, &oaInfo);
FeedbackOrderGiven();
}
else if (psCurr->droidType == DROID_REPAIR ||
psCurr->droidType == DROID_CYBORG_REPAIR)
{
oaInfo.objects[0] = (BASE_OBJECT*)psDroid;
orderDroidObj(psCurr, DORDER_DROIDREPAIR, &oaInfo);
FeedbackOrderGiven();
}
}
}
}
// Clicked on a commander? Will link to it.
else if (psDroid->droidType == DROID_COMMAND && selection != SC_INVALID &&
selection != SC_DROID_COMMAND &&
selection != SC_DROID_CONSTRUCT &&
!( keyDown(KEY_LCTRL) || keyDown(KEY_RCTRL) ) &&
!( keyDown(KEY_LSHIFT) || keyDown(KEY_RSHIFT)) )
{
turnOffMultiMsg(TRUE);
orderSelectedObj(selectedPlayer, (BASE_OBJECT*)psDroid);
FeedbackOrderGiven();
clearSelection();
assignSensorTarget((BASE_OBJECT *)psDroid);
dealWithDroidSelect(psDroid, FALSE);
turnOffMultiMsg(FALSE);
}
// Clicked on a construction unit? Will guard it.
else if ( ((psDroid->droidType == DROID_CONSTRUCT) || (psDroid->droidType == DROID_SENSOR) )
&& selection == SC_DROID_DIRECT)
{
orderSelectedObj(selectedPlayer, (BASE_OBJECT*)psDroid);
FeedbackOrderGiven();
}
// Clicked on a damaged unit? Will repair it.
else if (droidIsDamaged(psDroid) && repairDroidSelected(selectedPlayer))
{
assignDestTarget();
orderSelectedObjAdd(selectedPlayer, (BASE_OBJECT*)psDroid, ctrlShiftDown());
FeedbackOrderGiven();
}
// Just plain clicked on?
else
{
// Display unit info.
/* We've clicked on one of our own droids */
if(godMode)
{
CONPRINTF(ConsoleString, (ConsoleString,
_("%s - Damage %d%% - Serial ID %d - Kills %d order %d action %d, %s"),
droidGetName(psDroid), 100 - PERCENT(psDroid->body,
psDroid->originalBody),psDroid->id, psDroid->numKills / 100,
psDroid->order, psDroid->action, getDroidLevelName(psDroid)));
FeedbackClickedOn();
}
else
{
if(!psDroid->selected)
{
CONPRINTF(ConsoleString, (ConsoleString,
_("%s - Damage %d%% - Kills %d, %s"),
droidGetName(psDroid), 100 - PERCENT(psDroid->body,
psDroid->originalBody), psDroid->numKills / 100,
getDroidLevelName(psDroid)));
FeedbackClickedOn();
}
}
if(psDroid->droidType == DROID_SENSOR)
{
DROID* psCurr;
//bWeapDroidSelected = FALSE;
bSensorAssigned = FALSE;
for(psCurr = apsDroidLists[selectedPlayer]; psCurr; psCurr = psCurr->psNext)
{
//must be indirect weapon droid or VTOL weapon droid
if( (psCurr->droidType == DROID_WEAPON) &&
(psCurr->selected)&&
(psCurr->asWeaps[0].nStat > 0) &&
((!proj_Direct(asWeaponStats + psCurr->asWeaps[0].nStat)) ||
vtolDroid(psCurr)) &&
droidSensorDroidWeapon((BASE_OBJECT *)psDroid, psCurr))
{
DROID_OACTION_INFO oaInfo = {{NULL}};
//bWeapDroidSelected = TRUE;
bSensorAssigned = TRUE;
oaInfo.objects[0] = (BASE_OBJECT *)psDroid;
orderDroidObj(psCurr, DORDER_FIRESUPPORT, &oaInfo);
FeedbackOrderGiven();
}
}
//if(bWeapDroidSelected)
if (bSensorAssigned)
{
//assignSensorTarget(psDroid);
assignSensorTarget((BASE_OBJECT *)psDroid);
}
}
//cannot have LasSat struct and Droid selected
bLasSatStruct = FALSE;
// select/deselect etc. the droid
if(!ctrlShiftDown())
{
clearSelection();
dealWithDroidSelect(psDroid, FALSE);
}
}
}
static inline void dealWithLMBStructure(STRUCTURE* psStructure, SELECTION_TYPE selection)
{
// clearSelection(); // Clear droid selection.
if(psStructure->player != selectedPlayer)
{
/* We've clicked on somebody else's building */
// addConsoleMessage("Clicked on another player's building",DEFAULT_JUSTIFY);
orderSelectedObjAdd(selectedPlayer, (BASE_OBJECT*)psStructure, ctrlShiftDown());
//lasSat structure can select a target - in multiPlayer only
if (bMultiPlayer && bLasSatStruct)
{
orderStructureObj(selectedPlayer, (BASE_OBJECT*)psStructure);
}
FeedbackOrderGiven();
driveDisableTactical();
return;
}
/* We've clicked on our own building */
//print some info at the top of the screen for the specific structure
printStructureInfo(psStructure);
/* Got to be built. Also, you can't 'select' derricks */
if( (psStructure->status==SS_BUILT) &&
(psStructure->pStructureType->type != REF_RESOURCE_EXTRACTOR) )
{
//if selected object is an upgradeable structure then don't
//inform the interface (if not fully upgraded) and a any droid
//is selected
/* if (!(((psStructure->pStructureType->type == REF_FACTORY &&
((FACTORY *)psStructure->pFunctionality)->capacity <
NUM_FACTORY_MODULES) ||
(psStructure->pStructureType->type == REF_RESEARCH &&
((RESEARCH_FACILITY *)psStructure->pFunctionality)->capacity <
NUM_RESEARCH_MODULES) ||
(psStructure->pStructureType->type == REF_VTOL_FACTORY &&
((FACTORY *)psStructure->pFunctionality)->capacity <
NUM_FACTORY_MODULES)) &&
//constructorDroidSelected(selectedPlayer)))
anyDroidSelected(selectedPlayer)))*/
// now only display interface if nothing selected
if (!anyDroidSelected(selectedPlayer))
{
intObjectSelected((BASE_OBJECT *)psStructure);
FeedbackClickedOn();
}
// We don't actually wan't to select structures, just inform the interface we've clicked on it,
// might wan't to do this on PC as well as it fixes the problem with the interface locking multiple
// buttons in the object window.
if (selection == SC_INVALID)
{
STRUCTURE* psCurr;
/* Clear old building selection(s) - should only be one */
for(psCurr = apsStructLists[selectedPlayer]; psCurr; psCurr = psCurr->psNext)
{
psCurr->selected = FALSE;
}
/* Establish new one */
psStructure->selected = TRUE;
}
//determine if LasSat structure has been selected
bLasSatStruct = FALSE;
if (lasSatStructSelected(psStructure))
{
bLasSatStruct = TRUE;
}
}
else if ( (psStructure->status==SS_BUILT) &&
(psStructure->pStructureType->type == REF_RESOURCE_EXTRACTOR) &&
selection == SC_INVALID)
{
STRUCTURE* psCurr;
/* Clear old building selection(s) - should only be one */
for(psCurr = apsStructLists[selectedPlayer]; psCurr; psCurr = psCurr->psNext)
{
psCurr->selected = FALSE;
}
/* Establish new one */
psStructure->selected = TRUE;
}
if (keyDown(KEY_LALT) || keyDown(KEY_RALT))
{
DROID* psCurr;
// try to attack your own structure
for(psCurr = apsDroidLists[selectedPlayer]; psCurr; psCurr = psCurr->psNext)
{
if (psCurr->selected)
{
DROID_OACTION_INFO oaInfo = {{NULL}};
//if ((psCurr->droidType == DROID_WEAPON) || (psCurr->droidType == DROID_CYBORG) ||
if ((psCurr->droidType == DROID_WEAPON) || cyborgDroid(psCurr) ||
(psCurr->droidType == DROID_COMMAND))
{
oaInfo.objects[0] = (BASE_OBJECT*)psStructure;
orderDroidObj(psCurr, DORDER_ATTACK, &oaInfo);
FeedbackOrderGiven();
}
else if (psCurr->droidType == DROID_SENSOR)
{
oaInfo.objects[0] = (BASE_OBJECT*)psStructure;
orderDroidObj(psCurr, DORDER_OBSERVE, &oaInfo);
FeedbackOrderGiven();
}
}
}
}
else
{
bSensorAssigned = FALSE;
orderSelectedObjAdd(selectedPlayer, (BASE_OBJECT*)psStructure, ctrlShiftDown());
FeedbackOrderGiven();
if (bSensorAssigned)
{
clearSelection();
assignSensorTarget((BASE_OBJECT *)psStructure);
}
}
driveDisableTactical();
}
static inline void dealWithLMBFeature(FEATURE* psFeature)
{
//some features are targetable
//check for constructor droid trying to remove wrecked building first
if (psFeature->psStats->subType == FEAT_BUILD_WRECK &&
(constructorDroidSelected(selectedPlayer) != NULL) )
{
orderSelectedObjAdd(selectedPlayer, (BASE_OBJECT*)psFeature, ctrlShiftDown());
FeedbackOrderGiven();
}
//go on to check for
if (psFeature->psStats->damageable)
{
orderSelectedObjAdd(selectedPlayer, (BASE_OBJECT*)psFeature, ctrlShiftDown());
//lasSat structure can select a target - in multiPlayer only
if (bMultiPlayer && bLasSatStruct)
{
orderStructureObj(selectedPlayer, (BASE_OBJECT*)psFeature);
}
FeedbackOrderGiven();
}
//clicking an oil field should start a build..
//if(psFeature->subType == FEAT_OIL_RESOURCE)
if(psFeature->psStats->subType == FEAT_OIL_RESOURCE)
{
unsigned int i;
// find any construction droids. and order them to build an oil resource.
// first find the derrick.
for(i = 0; (i < numStructureStats) && (asStructureStats[i].type != REF_RESOURCE_EXTRACTOR); ++i);
if( (i < numStructureStats) &&
(apStructTypeLists[selectedPlayer][i] == AVAILABLE) ) // dont go any further if no derrick stat found.
{
DROID* psCurr;
// for each droid
for(psCurr = apsDroidLists[selectedPlayer]; psCurr; psCurr = psCurr->psNext)
{
//if((droidType(psDroid) == DROID_CONSTRUCT) && (psDroid->selected))
if ((droidType(psCurr) == DROID_CONSTRUCT ||
droidType(psCurr) == DROID_CYBORG_CONSTRUCT) && (psCurr->selected))
{
if(fireOnLocation(psFeature->x,psFeature->y))
{
// Can't build because it's burning
AddDerrickBurningMessage();
break;
}
if (ctrlShiftDown())
{
orderDroidStatsLocAdd(psCurr, DORDER_BUILD,
(BASE_STATS*) &asStructureStats[i],
psFeature->x, psFeature->y);
}
else
{
orderDroidStatsLoc(psCurr, DORDER_BUILD,
(BASE_STATS*) &asStructureStats[i],
psFeature->x, psFeature->y);
}
addConsoleMessage(_("Truck ordered to build Oil Derrick"),DEFAULT_JUSTIFY);
// "Construction vehicle ordered to build a Derrick.",DEFAULT_JUSTIFY);
FeedbackOrderGiven();
}
}
}
}
else
{
switch(psFeature->psStats->subType)
{
case FEAT_GEN_ARTE:
case FEAT_OIL_DRUM:
{
DROID_OACTION_INFO oaInfo = {{NULL}};
DROID* psNearestUnit = getNearestDroid(mouseTileX*TILE_UNITS+TILE_UNITS/2,
mouseTileY*TILE_UNITS+TILE_UNITS/2,TRUE);
/* If so then find the nearest unit! */
if(psNearestUnit) // bloody well should be!!!
{
oaInfo.objects[0] = (BASE_OBJECT *)psFeature;
// orderDroidLoc(psNearestUnit,DORDER_MOVE, mouseTileX*TILE_UNITS+TILE_UNITS/2,mouseTileY*TILE_UNITS+TILE_UNITS/2);
orderDroidObj(psNearestUnit, DORDER_RECOVER, &oaInfo);
FeedbackOrderGiven();
}
else
{
// orderSelectedLoc(selectedPlayer, psFeature->x,psFeature->y); // recover it.
orderSelectedObj(selectedPlayer, (BASE_OBJECT*)psFeature);
FeedbackOrderGiven();
}
break;
}
/* case FEAT_OIL_DRUM:
psNearestUnit = getNearestDroid(mouseTileX*TILE_UNITS+TILE_UNITS/2,
mouseTileY*TILE_UNITS+TILE_UNITS/2,TRUE);
// If so then find the nearest unit!
if(psNearestUnit) // bloody well should be!!!
{
orderDroidLoc(psNearestUnit,DORDER_MOVE, mouseTileX*TILE_UNITS+TILE_UNITS/2,mouseTileY*TILE_UNITS+TILE_UNITS/2);
}
else
{
orderSelectedLoc(selectedPlayer, psFeature->x,psFeature->y); // recover it.
}
break;*/
case FEAT_BOULDER:
//addConsoleMessage("Clicked on a Boulder",DEFAULT_JUSTIFY);
break;
case FEAT_BUILD_WRECK:
// addConsoleMessage("Clicked on a Wrecked Building",DEFAULT_JUSTIFY);
break;
case FEAT_HOVER:
// addConsoleMessage("Clicked on a Hover",DEFAULT_JUSTIFY);
break;
case FEAT_OIL_RESOURCE:
case FEAT_VEHICLE:
default:
// addConsoleMessage("Clicked on an Obstacle",DEFAULT_JUSTIFY);
break;
}
}
driveDisableTactical();
}
static inline void dealWithLMBObject(BASE_OBJECT* psClickedOn)
{
SELECTION_TYPE selection = establishSelection(selectedPlayer);
switch (psClickedOn->type)
{
case OBJ_DROID:
dealWithLMBDroid((DROID*)psClickedOn, selection);
break;
case OBJ_STRUCTURE:
dealWithLMBStructure((STRUCTURE*)psClickedOn, selection);
break;
case OBJ_FEATURE:
dealWithLMBFeature((FEATURE*)psClickedOn);
break;
default:
ASSERT(!"unknown object type", "Weirdy selection from LMB?!");
}
}
void dealWithLMB( void )
{
BASE_OBJECT *psClickedOn;
OBJECT_POSITION *psLocation;
/* Don't process if in game options are on screen */
if(InGameOpUp == TRUE || widgGetFromID(psWScreen,INTINGAMEOP))
{
return;
}
/* What have we clicked on? */
if(driveModeActive() && !driveTacticalActive())
{
psClickedOn = targetGetCurrent();
if (psClickedOn)
{
dealWithLMBObject(psClickedOn);
}
return;
}
else
{
psClickedOn = mouseTarget();
if (psClickedOn)
{
dealWithLMBObject(psClickedOn);
return;
}
}
/*Check for a Delivery Point or a Proximity Message*/
psLocation = checkMouseLoc();
if (psLocation == NULL || driveModeActive() || selNumSelected(selectedPlayer))
{
#ifdef TEST_EFFECT
// Code to test an effect when left mouse button pressed
Vector3i Pos;
Pos.x = mouseTileX*TILE_UNITS+TILE_UNITS/2;
Pos.z = mouseTileY*TILE_UNITS+TILE_UNITS/2;
Pos.y = 100;
#if 0
addEffect(&Pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_SPECIFIED,TRUE,resGetData("IMD","fxlswave.pie"));
debug(LOG_NEVER, "Added test effect %p : %d,%d,%d\n",resGetData("IMD","fxlswave.pie"),Pos.x,Pos.y,Pos.z);
addEffect(&Pos,EFFECT_GRAVITON,GRAVITON_TYPE_EMITTING_DR,TRUE,debrisImds[rand()%MAX_DEBRIS]);
#endif
addEffect(&Pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_MEDIUM,FALSE,NULL,0);
#endif
// now changed to use the multiple order stuff
if(ctrlShiftDown()) // shift clicked a destination, add an order
{
orderSelectedLocAdd(selectedPlayer,
mouseTileX*TILE_UNITS+TILE_UNITS/2,
mouseTileY*TILE_UNITS+TILE_UNITS/2, TRUE);
}
else // clicked on a destination.
{
/* Otherwise send them all */
orderSelectedLoc(selectedPlayer, mouseTileX*TILE_UNITS+TILE_UNITS/2,mouseTileY*TILE_UNITS+TILE_UNITS/2);
//DBPRINTF(("orderSelectedLoc(%d,%d,%d)\n",selectedPlayer, mouseTileX*TILE_UNITS+TILE_UNITS/2,mouseTileY*TILE_UNITS+TILE_UNITS/2));
if(getNumDroidsSelected())
{
assignDestTarget();
audio_PlayTrack( ID_SOUND_SELECT );
}
if(godMode && (mouseTileX >= 0) && (mouseTileX < (SDWORD)mapWidth) &&
(mouseTileY >= 0) && (mouseTileY < (SDWORD)mapHeight))
{
DBCONPRINTF(ConsoleString,(ConsoleString,"Tile Coords : %d,%d (%d,%d) Zone :%d", mouseTileX,mouseTileY,
mouseTileX*TILE_UNITS + TILE_UNITS/2, mouseTileY*TILE_UNITS + TILE_UNITS/2,
gwGetZone(mouseTileX, mouseTileY)));
}
//addConsoleMessage("Droid ordered to new location",DEFAULT_JUSTIFY);
}
driveDisableTactical();
return;
}
switch (psLocation->type)
{
case POS_DELIVERY:
if(psLocation->player == selectedPlayer)
{
StartDeliveryPosition( psLocation );
#if 0
/* We've clicked on one of our own DP */
addConsoleMessage("Clicked on your delivery point",DEFAULT_JUSTIFY);
/* clear the selection */
clearSelection();
//set this object position to be highlighted
psLocation->selected = TRUE;
}
else
{
/* We've clicked on somebody else's DP - remove this sometime?*/
addConsoleMessage("Clicked on another player's delivery point",DEFAULT_JUSTIFY);
#endif
}
break;
#if 0
case POS_PROX:
if(psLocation->player == selectedPlayer)
{
displayProximityMessage((PROXIMITY_DISPLAY *)psLocation);
}
break;
#endif
default:
ASSERT(!"unknown object position type", "Unknown type from checkMouseLoc" );
}
}
BOOL getRotActive( void )
{
return(rotActive);
}
SDWORD getDesiredPitch( void )
{
return(desiredPitch);
}
void setDesiredPitch(SDWORD pitch)
{
desiredPitch = pitch;
}
// process LMB double clicks
void dealWithLMBDClick(void)
{
BASE_OBJECT *psClickedOn;
DROID *psDroid;
/* What have we clicked on? */
psClickedOn = mouseTarget();
/* If not NULL, then it's a droid or a structure */
if(psClickedOn != NULL)
{
/* We've got a droid or a structure */
if(psClickedOn->type == OBJ_DROID)
{
/* We clicked on droid */
psDroid = (DROID *) psClickedOn;
if(psDroid->player == selectedPlayer)
{
/* If we've double clicked on a constructor droid, activate build menu */
//if (psDroid->droidType == DROID_CONSTRUCT)
if (psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT)
{
intResetScreen(TRUE);
intConstructorSelected(psDroid);
}
else if (psDroid->droidType == DROID_COMMAND)
{
intResetScreen(TRUE);
intCommanderSelected(psDroid);
}
else
{
/* Otherwise, activate the droid's group (if any) */
// activateGroup(selectedPlayer,psDroid->group);
// Now selects all of smae type on screen
selDroidSelection(selectedPlayer,DS_BY_TYPE,DST_ALL_SAME,TRUE);
}
}
}
}
}
/*This checks to see if the mouse was over a delivery point or a proximity message
when the mouse button was pressed */
OBJECT_POSITION * checkMouseLoc(void)
{
OBJECT_POSITION *psReturn;
FLAG_POSITION *psPoint;
//PROXIMITY_DISPLAY *psProxDisp;
UDWORD i;
UDWORD dispX,dispY,dispR;
// We haven't found anything yet
psReturn = NULL;
// First have a look through the DeliveryPoint lists
for (i=0; i<MAX_PLAYERS; i++)
{
//new way, handles multiple points.
for(psPoint = apsFlagPosLists[i];psPoint;psPoint=psPoint->psNext)
{
dispX = psPoint->screenX;
dispY = psPoint->screenY;
dispR = psPoint->screenR;
if (DrawnInLastFrame(psPoint->frameNumber)==TRUE) // Only check DP's that are on screen
{
if (mouseInBox(dispX-dispR, dispY-dispR, dispX+dispR, dispY+dispR))
{
// We HAVE clicked on DP!
psReturn = (OBJECT_POSITION *)psPoint;
//There's no point in checking other object types
return(psReturn);
}
}
}
// old way, only one point allowed.
//
// //look throught the list of structures to see if there is a factory
// //and therefore a DP
// for (psStructure = apsStructLists[i]; psStructure; psStructure = psStructure->psNext)
// {
// if (psStructure->pStructureType->type == REF_FACTORY)
// {
// psPoint = ((FACTORY *)psStructure->pFunctionality)->psAssemblyPoint;
// dispX = psPoint->screenX;
// dispY = psPoint->screenY;
// dispR = psPoint->screenR;
// // Only check DP's that are on screen
// if (DrawnInLastFrame(psPoint->frameNumber)==TRUE)
// {
// if (mouseInBox(dispX-dispR, dispY-dispR, dispX+dispR, dispY+dispR))
// {
// // We HAVE clicked on DP!
// psReturn = psPoint;
// //There's no point in checking other object types
// return(psReturn);
// }
// }
// }
// } // end of checking for droids
}
//now check for Proximity Message
/*for(psProxDisp = apsProxDisp[selectedPlayer]; psProxDisp; psProxDisp =
psProxDisp->psNext)
{
dispX = psProxDisp->screenX;
dispY = psProxDisp->screenY;
dispR = psProxDisp->screenR;
// Only check DP's that are on screen
if (DrawnInLastFrame(psProxDisp->frameNumber)==TRUE)
{
if (mouseInBox(dispX-dispR, dispY-dispR, dispX+dispR, dispY+dispR))
{
// We HAVE clicked on Proximity Message!
psReturn = (OBJECT_POSITION *)psProxDisp;
//There's no point in checking other object types
return(psReturn);
}
}
}*/
return NULL;
}
void dealWithRMB( void )
{
BASE_OBJECT *psClickedOn;
DROID *psDroid;
STRUCTURE *psStructure;
STRUCTURE *psSLoop;
//printf("dealWithRMB %d\n",mouseOverRadar);
if(driveModeActive()) {
return;
}
if(mouseOverRadar) {
return;
}
//RMB will always cancel the selection of the Las Sat struct
bLasSatStruct = FALSE;
/* What have we clicked on? */
psClickedOn = mouseTarget();
/* If not NULL, then it's a droid or a structure */
if(psClickedOn != NULL)
{
/* We've got a droid or a structure */
if(psClickedOn->type == OBJ_DROID )
{
// if(radarCheckForHQ(selectedPlayer)) // removed by Jim, well kind of, he asked 19 oct 98
{
/* We clicked on droid */
psDroid = (DROID *) psClickedOn;
if(psDroid->player == selectedPlayer)
{
//ignore RMB on a Transporter - for now?
if ( (psDroid->droidType != DROID_TRANSPORTER) )
{
/* We've clicked on one of our own droids */
// addGameMessage("Right clicked on own droid",1000,TRUE);
// addConsoleMessage("Right click detected on own droid",DEFAULT_JUSTIFY);
if(psDroid->selected==TRUE)
{
// psDroid->selected = FALSE;
// intObjectSelected(NULL);
intObjectSelected((BASE_OBJECT *)psDroid);
}
else
{
clearSelection();
// psDroid->selected = TRUE;
SelectDroid(psDroid);
intObjectSelected((BASE_OBJECT *)psDroid);
}
}
//it was only just 'for now'!!!
else
{
if (bMultiPlayer)
{
intResetScreen(FALSE);
if(!getWidgetsStatus())
{
setWidgetsStatus(TRUE);
}
addTransporterInterface(psDroid, FALSE);
}
}
}
else
{
if(bMultiPlayer)
{
if(isHumanPlayer(psDroid->player) )
{
CONPRINTF(ConsoleString, (ConsoleString,"%s",droidGetName(psDroid)));
FeedbackClickedOn();
}
}
}
}
} // end if its a droid
else if (psClickedOn->type == OBJ_STRUCTURE)
{
psStructure = (STRUCTURE *) psClickedOn;
if(psStructure->player == selectedPlayer)
{
/* We've clicked on our own building */
// addGameMessage("Right clicked on own building",1000,TRUE);
// addConsoleMessage("Right clicked on own building",DEFAULT_JUSTIFY);
if(psStructure->selected==TRUE) {
psStructure->selected = FALSE;
intObjectSelected(NULL);
} else {
// We don't actually wan't to select structures, just inform the interface weve clicked on it,
// might wan't to do this on PC as well as it fixes the problem with the interface locking multiple
// buttons in the object window.
// clearSelection();
/* Clear old building selection(s) - should only be one */
for(psSLoop = apsStructLists[selectedPlayer]; psSLoop; psSLoop = psSLoop->psNext)
{
psSLoop->selected = FALSE;
}
// psStructure->selected = TRUE;
//if a factory go to deliv point rather than setting up the interface
if (StructIsFactory(psStructure))
{
setViewPos(map_coord(psStructure->pFunctionality->factory.psAssemblyPoint->coords.x),
map_coord(psStructure->pFunctionality->factory.psAssemblyPoint->coords.y),
TRUE);
//pop up the order interface for the factory - AB 21/04/99 Patch v1.2->
intAddFactoryOrder(psStructure);
}
else if (psStructure->pStructureType->type == REF_REPAIR_FACILITY)
{
setViewPos(map_coord(psStructure->pFunctionality->repairFacility.psDeliveryPoint->coords.x),
map_coord(psStructure->pFunctionality->repairFacility.psDeliveryPoint->coords.y),
TRUE);
}
else
{
intObjectSelected((BASE_OBJECT *)psStructure);
}
}
}
} // end if its a structure
/* And if it's not a feature, then we're in trouble! */
else if (psClickedOn->type != OBJ_FEATURE)
{
ASSERT( FALSE,"Weirdy selection from RMB?!" );
}
}
else
{
/*Check for a Delivery Point*/
OBJECT_POSITION* psLocation = checkMouseLoc();
if (psLocation)
{
switch (psLocation->type)
{
case POS_DELIVERY:
if(psLocation->player == selectedPlayer)
{
//centre the view on the owning Factory
psStructure = findDeliveryFactory((FLAG_POSITION *)psLocation);
if (psStructure)
{
setViewPos(psStructure->x >> TILE_SHIFT,
psStructure->y >> TILE_SHIFT,TRUE);
}
}
break;
default:
ASSERT(!"unknown object position type", "Unknown type from checkMouseLoc");
}
}
else
{
/* We've just clicked on an area of terrain. A 'send to' operation
for Transporter in multiPlay mode*/
#if 0
if (bMultiPlayer)
{
//there may be more than one Transporter selected
for (psDroid = apsDroidLists[selectedPlayer]; psDroid != NULL;
psDroid = psDroid->psNext)
{
if (psDroid->selected)
{
if (psDroid->droidType == DROID_TRANSPORTER)
{
orderDroidLoc(psDroid, DORDER_DISEMBARK, mouseTileX *
TILE_UNITS + TILE_UNITS/2, mouseTileY * TILE_UNITS +
TILE_UNITS/2);
}
else
{
//de-select any other units
psDroid->selected = FALSE;
}
}
}
}
else
#endif
{
clearSelection();
intObjectSelected(NULL);
}
}
}
}
/* if there is a valid object under the mouse this routine returns not only the type of the object in the
return code, but also a pointer to the BASE_OBJECT) ... well if your going to be "object orientated" you might as well do it right
- it sets it to null if we don't find anything
*/
static MOUSE_TARGET itemUnderMouse( BASE_OBJECT **ppObjectUnderMouse )
{
UDWORD i;
MOUSE_TARGET retVal;
BASE_OBJECT *psNotDroid;
DROID *psDroid;
UDWORD dispX,dispY,dispR;
STRUCTURE *psStructure;
*ppObjectUnderMouse=NULL;
if(!driveModeActive() || driveTacticalActive()) {
if( (mouseTileX < 0) ||
(mouseTileY < 0) ||
(mouseTileX > (SDWORD)(mapWidth-1)) ||
(mouseTileY > (SDWORD)(mapHeight-1)) )
{
retVal = MT_BLOCKING;
return(retVal);
}
}
//DBPRINTF(("%d %d\n",mouseTileX,mouseTileY);
/* We haven't found anything yet */
retVal = MT_NOTARGET;
if(driveModeActive() && !driveTacticalActive()) {
BASE_OBJECT *psObj = targetGetCurrent();
if(psObj != NULL) {
if(psObj->type == OBJ_DROID) {
psDroid = (DROID*)psObj;
if(psDroid->player == selectedPlayer)
{
*ppObjectUnderMouse=psObj;
// need to check for command droids here as well
if (psDroid->droidType == DROID_SENSOR)
{
// DBPRINTF(("MT_SENSOR\n");
return MT_SENSOR;
}
else if (psDroid->droidType == DROID_TRANSPORTER)
{
// DBPRINTF(("MT_TRANDROID\n");
//check the transporter is not full
if (calcRemainingCapacity(psDroid))
{
return MT_TRANDROID;
}
else
{
return MT_BLOCKING;
}
}
else if (psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT)
{
return MT_CONSTRUCT;
}
else if (psDroid->droidType == DROID_COMMAND)
{
// DBPRINTF(("MT_COMMAND\n");
return MT_COMMAND;
}
else
{
if (droidIsDamaged(psDroid))
{
// DBPRINTF(("MT_OWNDROIDDAM\n");
return MT_OWNDROIDDAM;
}
else
{
// return MT_OWNDROID;
}
}
}
else
{
// DBPRINTF(("MT_ENEMYDROID\n");
return MT_ENEMYDROID;
}
}
// if( (psObj->type == OBJ_DROID) && (psObj->player != selectedPlayer) ) {
// return MT_ENEMYDROID;
// }
}
} else {
/* First have a look through the droid lists */
for (i=0; i<MAX_PLAYERS; i++)
{
/* Note the !psObject check isn't really necessary as the goto will jump out */
for (psDroid = apsDroidLists[i]; psDroid && retVal==MT_NOTARGET;
psDroid = psDroid->psNext)
{
dispX = psDroid->sDisplay.screenX;
dispY = psDroid->sDisplay.screenY;
dispR = psDroid->sDisplay.screenR;
/* Only check droids that're on screen */
if(psDroid->sDisplay.frameNumber+1 == currentFrame && psDroid->visible[selectedPlayer] )
{
if (mouseInBox(dispX-dispR, dispY-dispR, dispX+dispR, dispY+dispR))
{
/* We HAVE clicked on droid! */
if(psDroid->player == selectedPlayer)
{
*ppObjectUnderMouse=(BASE_OBJECT *)psDroid;
// need to check for command droids here as well
if (psDroid->droidType == DROID_SENSOR)
{
retVal = MT_SENSOR;
}
else if (psDroid->droidType == DROID_TRANSPORTER)
{
//check the transporter is not full
if (calcRemainingCapacity(psDroid))
{
retVal = MT_TRANDROID;
}
else
{
retVal = MT_BLOCKING;
}
}
else if (psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT)
{
return MT_CONSTRUCT;
}
else if (psDroid->droidType == DROID_COMMAND)
{
retVal = MT_COMMAND;
}
else
{
if (droidIsDamaged(psDroid))
{
retVal = MT_OWNDROIDDAM;
}
else
{
retVal = MT_OWNDROID;
}
}
}
else
{
*ppObjectUnderMouse=(BASE_OBJECT *)psDroid;
//printf("Enemy Droid %d %d %d\n",dispX,dispY,dispR);
retVal = MT_ENEMYDROID;
}
/* There's no point in checking other object types */
return(retVal);
}
}
}
} // end of checking for droids
}
/* Not a droid, so maybe a structure or feature?
If still NULL after this then nothing */
if(driveModeActive() && !driveTacticalActive()) {
psNotDroid = targetGetCurrent();
} else {
psNotDroid = getTileOccupier(mouseTileX, mouseTileY);
}
if(psNotDroid!=NULL)
{
*ppObjectUnderMouse=(BASE_OBJECT *)psNotDroid;
if(psNotDroid->type == OBJ_FEATURE)
{
if( (((FEATURE *)psNotDroid)->psStats->subType == FEAT_GEN_ARTE)
|| (((FEATURE *)psNotDroid)->psStats->subType == FEAT_OIL_DRUM) )
{
retVal = MT_ARTIFACT;
}
else if(((FEATURE *)psNotDroid)->psStats->damageable) //make damageable features return 'target' mouse pointer
{
//printf("Damagable Feature %d %d\n",mouseTileX,mouseTileY);
retVal = MT_DAMFEATURE;
}
else if(((FEATURE *)psNotDroid)->psStats->subType == FEAT_OIL_RESOURCE)
{
retVal = MT_RESOURCE;
}
else if(((FEATURE *)psNotDroid)->psStats->subType == FEAT_BUILD_WRECK)
{
retVal = MT_WRECKFEATURE;
}
else
{
retVal = MT_BLOCKING;
}
}
else if(psNotDroid->type == OBJ_STRUCTURE)
{
psStructure = (STRUCTURE *)psNotDroid;
if(psNotDroid->player == selectedPlayer)
{
if(psStructure->status == SS_BEING_BUILT)
{
retVal = MT_OWNSTRINCOMP;
}
// repair center.
else if(psStructure->pStructureType->type == REF_REPAIR_FACILITY)
{
if(buildingDamaged(psStructure))
{
retVal = MT_REPAIRDAM;
}
else
{
retVal = MT_REPAIR;
}
}
//sensor tower
else if ((psStructure->pStructureType->pSensor) &&
(psStructure->pStructureType->pSensor->location == LOC_TURRET))
{
if(buildingDamaged(psStructure))
{
retVal = MT_SENSORSTRUCTDAM;
}
else
{
retVal = MT_SENSORSTRUCT;
}
}
// standard buildings. - check for buildingDamaged BEFORE upgrades
else if(buildingDamaged(psStructure))
{
retVal = MT_OWNSTRDAM;
}
// If this building is a factory/power generator/research facility
// which isn't upgraded. Make the build icon available.
else if(((psStructure->pStructureType->type == REF_FACTORY
|| psStructure->pStructureType->type == REF_VTOL_FACTORY)
&& psStructure->pFunctionality->factory.capacity < NUM_FACTORY_MODULES)
|| (psStructure->pStructureType->type == REF_POWER_GEN
&& psStructure->pFunctionality->powerGenerator.capacity < NUM_POWER_MODULES)
|| (psStructure->pStructureType->type == REF_RESEARCH
&& psStructure->pFunctionality->researchFacility.capacity < NUM_RESEARCH_MODULES))
{
retVal = MT_OWNSTRINCOMP;
}
// standard buildings.
//else if(buildingDamaged(psStructure))
//{
// retVal = MT_OWNSTRDAM;
//}
else
{
/* All the different stages of construction */
retVal = MT_OWNSTROK;
}
}
else
{
retVal = MT_ENEMYSTR; // enemy structure
}
}
}
/* Send the result back - if it's null then we clicked on an area of terrain */
/* make unseen objects just look like terrain. */
if(retVal == MT_NOTARGET || !(psNotDroid->visible[selectedPlayer]) )
{
retVal = MT_TERRAIN;
}
return(retVal);
}
// Indicates the priority given to any given droid
// type in a multiple droid selection, the larger the
// number, the lower the priority. The order of entries
// corresponds to the order of droid types in the DROID_TYPE
// enum in DroidDef.h
//
//#define NUM_DROID_WEIGHTS (10)
#define NUM_DROID_WEIGHTS (13)
UBYTE DroidSelectionWeights[NUM_DROID_WEIGHTS] = {
3, //DROID_WEAPON,
1, //DROID_SENSOR,
2, //DROID_ECM,
4, //DROID_CONSTRUCT,
3, //DROID_PERSON,
3, //DROID_CYBORG,
9, //DROID_TRANSPORTER,
0, //DROID_COMMAND,
4, //DROID_REPAIR,
5, //DROID_DEFAULT,
4, //DROID_CYBORG_CONSTRUCT,
4, //DROID_CYBORG_REPAIR,
3, //DROID_CYBORG_SUPER,
};
/* Only deals with one type of droid being selected!!!! */
/* We'll have to make it assesss which selection is to be dominant in the case
of multiple selections */
SELECTION_TYPE establishSelection(UDWORD selectedPlayer)
{
DROID *psDroid,*psDominant=NULL;
UBYTE CurrWeight;
//BOOL gotWeapon = FALSE;
//DROID *psWeapDroid = NULL;
BOOL atLeastOne;
SELECTION_TYPE selectionClass;
atLeastOne = FALSE;
selectionClass = SC_INVALID;
CurrWeight = UBYTE_MAX;
for(psDroid = apsDroidLists[selectedPlayer];
psDroid /*&& !atLeastOne*/; psDroid = psDroid->psNext)
{
// This code dos'nt work, what about the case of a selection of DROID_WEAPON types with a
// DROID_CONSTRUCT type grouped with them,claims to handle this but dos'nt.
//PD if(psDroid->selected)
//PD {
//PD atLeastOne = TRUE;
//PD if(psDroid->type == DROID_WEAPON)
//PD {
//PD gotWeapon = TRUE;
//PD psWeapDroid = psDroid;
//PD }
//PD if (psDroid->droidType == DROID_COMMAND ||
//PD psDominant == NULL)
//PD {
//PD psDominant = psDroid;
//PD }
//PD }
// This works, uses the DroidSelectionWeights[] table to priorities the different
// droid types and find the dominant selection.
if(psDroid->selected) {
ASSERT( psDroid->droidType < NUM_DROID_WEIGHTS,
"establishSelection : droidType exceeds NUM_DROID_WEIGHTS" );
atLeastOne = TRUE;
if(DroidSelectionWeights[psDroid->droidType] < CurrWeight) {
CurrWeight = DroidSelectionWeights[psDroid->droidType];
psDominant = psDroid;
}
}
}
// /* Weapon droids in a selection will override all others */
// if(psWeapDroid)
// {
// psDominant = psWeapDroid;
// }
// if(psDominant) {
// DBPRINTF(("Dominant selection type == %d\n",psDominant->droidType));
// }
if(atLeastOne)
{
psDominantSelected = psDominant;
switch(psDominant->droidType)
{
case DROID_WEAPON:
if (proj_Direct( asWeaponStats + psDominant->asWeaps[0].nStat ))
{
selectionClass = SC_DROID_DIRECT;
}
else
{
selectionClass = SC_DROID_INDIRECT;
}
break;
case DROID_PERSON:
selectionClass = SC_DROID_DIRECT;
break;
case DROID_CYBORG:
case DROID_CYBORG_SUPER:
selectionClass = SC_DROID_DIRECT;
break;
case DROID_TRANSPORTER:
//can remove this is NEVER going to select the Transporter to move
//Never say Never!! cos here we go in multiPlayer!!
selectionClass = SC_DROID_TRANSPORTER;
break;
case DROID_SENSOR:
selectionClass = SC_DROID_SENSOR;
break;
case DROID_ECM:
selectionClass = SC_DROID_ECM;
break;
case DROID_CONSTRUCT:
case DROID_CYBORG_CONSTRUCT:
if (intDemolishSelectMode())
{
selectionClass = SC_DROID_DEMOLISH; // demolish mode.
}
else
{
selectionClass = SC_DROID_CONSTRUCT; // ordinary mode.
}
break;
case DROID_COMMAND:
selectionClass = SC_DROID_COMMAND;
break;
case DROID_REPAIR:
case DROID_CYBORG_REPAIR:
selectionClass = SC_DROID_REPAIR;
break;
default:
ASSERT(!"unknown droid type", "Weirdy droid type on what you've clicked on!!!");
break;
}
}
return(selectionClass);
}
/* Just returns true if the building's present body points aren't 100 percent */
BOOL buildingDamaged(STRUCTURE *psStructure)
{
//if( PERCENT(psStructure->body , psStructure->baseBodyPoints ) < 100)
if( PERCENT(psStructure->body , structureBody(psStructure)) < 100)
{
return(TRUE);
}
else
{
return(FALSE);
}
}
/*Looks through the list of selected players droids to see if one is a repair droid*/
BOOL repairDroidSelected(UDWORD player)
{
DROID *psCurr;
for (psCurr = apsDroidLists[player]; psCurr != NULL; psCurr = psCurr->psNext)
{
//if (psCurr->selected && psCurr->droidType == DROID_REPAIR)
if (psCurr->selected && (
psCurr->droidType == DROID_REPAIR ||
psCurr->droidType == DROID_CYBORG_REPAIR))
{
return TRUE;
}
}
//didn't find one...
return FALSE;
}
/*Looks through the list of selected players droids to see if one is a constructor droid*/
DROID *constructorDroidSelected(UDWORD player)
{
DROID *psCurr;
for (psCurr = apsDroidLists[player]; psCurr != NULL; psCurr = psCurr->psNext)
{
//if (psCurr->selected && psCurr->droidType == DROID_CONSTRUCT)
if (psCurr->selected && (
psCurr->droidType == DROID_CONSTRUCT ||
psCurr->droidType == DROID_CYBORG_CONSTRUCT))
{
return psCurr;
}
}
//didn't find one...
return NULL;
}
/*Looks through the list of selected players droids to see if one is a VTOL droid*/
BOOL vtolDroidSelected(UDWORD player)
{
DROID *psCurr;
for (psCurr = apsDroidLists[player]; psCurr != NULL; psCurr = psCurr->psNext)
{
if (psCurr->selected && vtolDroid(psCurr))
{
// horrible hack to note one of the selected vtols
psSelectedVtol = psCurr;
return TRUE;
}
}
//didn't find one...
return FALSE;
}
/*Looks through the list of selected players droids to see if any is selected*/
BOOL anyDroidSelected(UDWORD player)
{
DROID *psCurr;
for (psCurr = apsDroidLists[player]; psCurr != NULL; psCurr = psCurr->psNext)
{
if (psCurr->selected)
{
return TRUE;
}
}
//didn't find one...
return FALSE;
}
/*Looks through the list of selected players droids to see if one is a cyborg droid*/
BOOL cyborgDroidSelected(UDWORD player)
{
DROID *psCurr;
for (psCurr = apsDroidLists[player]; psCurr != NULL; psCurr = psCurr->psNext)
{
if (psCurr->selected && cyborgDroid(psCurr))
{
return TRUE;
}
}
//didn't find one...
return FALSE;
}
/* Clear the selection flag for a player */
void clearSel(void)
{
DROID *psCurrDroid;
STRUCTURE *psStruct;
//FEATURE *psFeat;
FLAG_POSITION *psFlagPos;
for(psCurrDroid = apsDroidLists[selectedPlayer]; psCurrDroid;
psCurrDroid = psCurrDroid->psNext)
{
psCurrDroid->selected = FALSE;
}
for(psStruct = apsStructLists[selectedPlayer]; psStruct;
psStruct = psStruct->psNext)
{
psStruct->selected = FALSE;
}
//can a feature ever be selected?
/*for(psFeat = apsFeatureLists[0]; psFeat;
psFeat = psFeat->psNext)
{
psFeat->selected = FALSE;
}*/
//clear the Deliv Point if one
for (psFlagPos = apsFlagPosLists[selectedPlayer]; psFlagPos;
psFlagPos = psFlagPos->psNext)
{
psFlagPos->selected = FALSE;
}
setSelectedGroup(UBYTE_MAX);
setSelectedCommander(UBYTE_MAX);
intRefreshScreen();
}
// Clear the selection and stop driver mode.
//
void clearSelection(void)
{
StopDriverMode(); // Cancel driver mode ( if active ).
clearSel();
}
//access function for bSensorAssigned variable
void setSensorAssigned(void)
{
bSensorAssigned = TRUE;
}