warzone2100/src/cursorselection

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// You should use a spreadsheet to modify this file.
// This is how you populate the pointers to show the correct image. MT_* is the possible targets, and SC_* is what we want to show for said target.
// SC_DROID_CONSTRUCT(0), SC_DROID_DIRECT(1), SC_DROID_INDIRECT(2), SC_DROID_CLOSE(3), SC_DROID_SENSOR(4), SC_DROID_ECM(5), SC_DROID_BRIDGE(6), SC_DROID_RECOVERY(7), SC_DROID_COMMAND(8), SC_DROID_BOMBER(9), SC_DROID_TRANSPORTER(10), SC_DROID_SUPERTRANSPORTER(11), SC_DROID_DEMOLISH(12), SC_DROID_REPAIR(13), SC_INVALID(14)
//
// empty terrain tile [MT_TERRAIN]
{CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_BOMB,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE},
// resource tile [MT_RESOURCE]
{CURSOR_BUILD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
// impassible tile [MT_BLOCKING]
{CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
// river tile [MT_RIVER]
{CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_BRIDGE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
// trench tile [MT_TRENCH]
{CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_BRIDGE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
// damaged friendly structure [MT_OWNSTRDAM]
{CURSOR_FIX,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
// undamaged friendly structure [MT_OWNSTROK]
{CURSOR_NOTPOSSIBLE,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
// partially built friendly structure [MT_OWNSTRINCOMP]
{CURSOR_BUILD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
// friendly repair facility [MT_REPAIR]
{CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_DEST,CURSOR_SEEKREPAIR},
// friendly damagedrepair facility [MT_REPAIRDAM]
{CURSOR_FIX,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_DEST,CURSOR_SEEKREPAIR},
// enemy structure [MT_ENEMYSTR]
{CURSOR_MOVE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_LOCKON,CURSOR_JAM,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_BOMB,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_MOVE},
// transport [MT_TRANDROID]
{CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_EMBARK},
// friendly droid [MT_OWNDROID]
{CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_SELECT},
// damaged friendly droid [MT_OWNDROIDDAM]
{CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_PICKUP,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_FIX},
// enemy droid [MT_ENEMYDROID]
{CURSOR_MOVE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_LOCKON,CURSOR_JAM,CURSOR_MOVE,CURSOR_MOVE,CURSOR_ATTACK,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_MOVE},
// command droid [MT_COMMAND]
{CURSOR_SELECT,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_ATTACH},
// artefact [MT_ARTIFACT]
{CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_PICKUP,CURSOR_PICKUP},
// feature that can be damaged ie attacked [MT_DAMFEATURE]
{CURSOR_NOTPOSSIBLE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_LOCKON,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
// sensor droid [MT_SENSOR]
{CURSOR_SELECT,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_FIX},
// wrecked building feature [MT_UNUSED] FIXME: ?
{CURSOR_DEST,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
// construction droid [MT_CONSTRUCT]
{CURSOR_SELECT,CURSOR_GUARD,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_FIX},
// sensor structure [MT_SENSORSTRUCT]
{CURSOR_NOTPOSSIBLE,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
// damaged sensor structure. [MT_SENSORSTRUCTDAM]
{CURSOR_FIX,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},