warzone2100/src/display.cpp

2816 lines
70 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 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
*/
/**
* @file display.c
*
* Display routines.
*
*/
#include "lib/framework/frame.h"
#include "lib/framework/input.h"
#include "lib/framework/strres.h"
#include "lib/ivis_opengl/piestate.h"
#include "lib/ivis_opengl/piedef.h"
#include "lib/framework/fixedpoint.h"
#include "lib/framework/wzapp.h"
#include "action.h"
#include "display.h"
#include "map.h"
#include "loop.h"
#include "component.h"
#include "display3d.h"
#include "lib/framework/cursors.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 "lib/framework/math_ext.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 "lighting.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 "drive.h"
#include "cmddroid.h"
#include "selection.h"
#include "transporter.h"
#include "intorder.h"
#include "multiplay.h"
#include "qtscript.h"
#include "warzoneconfig.h"
struct _dragBox dragBox3D,wallDrag;
#define POSSIBLE_SELECTIONS 14
#define POSSIBLE_TARGETS 23
extern char DROIDDOING[512]; // holds the string on what the droid is doing
// NOTE: the external file "cursorselection" is used, so you can import that into a spreadsheet, and edit it there, much easier.
static const CURSOR arnMPointers[POSSIBLE_TARGETS][POSSIBLE_SELECTIONS] =
{
#include "cursorselection"
};
/// acceleration on scrolling. Game Option.
UDWORD scroll_speed_accel;
/// Control zoom. Add an amount to zoom this much each second.
static float zoom_speed = 0.0f;
static float zoom_target = 0.0f;
static bool buildingDamaged(STRUCTURE *psStructure);
static bool repairDroidSelected(UDWORD player);
static bool vtolDroidSelected(UDWORD player);
static bool anyDroidSelected(UDWORD player);
static bool cyborgDroidSelected(UDWORD player);
static bool bInvertMouse = true;
static bool bRightClickOrders = false;
static bool bMiddleClickRotate = false;
static bool bDrawShadows = true;
static SELECTION_TYPE establishSelection(UDWORD selectedPlayer);
static void dealWithLMB( void );
static void dealWithLMBDClick( void );
static void dealWithRMB( void );
static bool mouseInBox(SDWORD x0, SDWORD y0, SDWORD x1, SDWORD y1);
static OBJECT_POSITION *checkMouseLoc(void);
void finishDeliveryPosition(void);
static bool bInstantRadarJump = false;
static SDWORD desiredPitch = 340;
static UDWORD currentFrame;
static UDWORD StartOfLastFrame;
static SDWORD rotX;
static SDWORD rotY;
static UDWORD rotInitial;
static UDWORD rotInitialUp;
static UDWORD xMoved, yMoved;
static STRUCTURE *psBuilding;
static bool edgeOfMap = false;
static uint32_t scrollRefTime;
static float scrollSpeedLeftRight; //use two directions and add them because its simple
static float scrollStepLeftRight;
static float scrollSpeedUpDown;
static float scrollStepUpDown;
static bool mouseOverRadar = false;
static bool mouseOverConsole = false;
static bool ignoreOrder = false;
static bool ignoreRMBC = true;
static DROID *psSelectedVtol;
static DROID *psDominantSelected;
static bool bRadarDragging = false;
static bool mouseScroll = true;
static UDWORD CurrentItemUnderMouse = 0;
bool rotActive = false;
bool gameStats = false;
/* Hackety hack hack hack */
static int 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
};
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);
static bool bShakingPermitted = true;
float getZoom()
{
return zoom_target;
}
float getZoomSpeed()
{
return fabsf(zoom_speed);
}
void setZoom(float zoomSpeed, float zoomTarget)
{
float zoom_origin = getViewDistance();
zoom_speed = zoomSpeed;
zoom_target = zoomTarget;
zoom_speed *= zoom_target > zoom_origin ? 1 : -1; // get direction
}
void zoom()
{
if (zoom_speed != 0.0f)
{
float distance = getViewDistance();
distance += graphicsTimeAdjustedIncrement(zoom_speed);
if ((zoom_speed > 0.0f && distance > zoom_target) || (zoom_speed <= 0.0f && distance < zoom_target))
{
distance = zoom_target; // reached target
zoom_speed = 0.0f;
}
setViewDistance(distance);
UpdateFogDistance(distance);
}
}
bool isMouseOverRadar()
{
return mouseOverRadar;
}
void setMouseScroll(bool scroll)
{
mouseScroll = scroll;
}
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;
}
#define MOUSE_ORDER (bRightClickOrders?MOUSE_RMB:MOUSE_LMB)
#define MOUSE_SELECT (bRightClickOrders?MOUSE_LMB:MOUSE_RMB)
#define MOUSE_ROTATE (bMiddleClickRotate?MOUSE_MMB:MOUSE_RMB)
bool getRightClickOrders( void )
{
return bRightClickOrders;
}
void setRightClickOrders( bool val )
{
bRightClickOrders = val;
}
bool getMiddleClickRotate( void )
{
return bMiddleClickRotate;
}
void setMiddleClickRotate( bool val )
{
bMiddleClickRotate = val;
}
bool getDrawShadows( void )
{
return(bDrawShadows);
}
void setDrawShadows( bool val )
{
bDrawShadows = val;
pie_setShadows(val);
}
void setShakeStatus( bool val )
{
bShakingPermitted = val;
}
void shakeStart(unsigned int length)
{
if(bShakingPermitted)
{
if(!bScreenShakeActive)
{
bScreenShakeActive = true;
screenShakeStarted = gameTime;
screenShakeLength = length;
}
}
}
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 = PERCENT(gameTime-screenShakeStarted, screenShakeLength);
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;
}
}
}
void ProcessRadarInput()
{
int 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 && radarPermitted)
{
if(CoordInRadar(x,y))
{
mouseOverRadar = true;
if (mousePressed(MOUSE_ORDER) || (mousePressed(MOUSE_MMB) && keyDown(KEY_LALT)))
{
if (mousePressed(MOUSE_ORDER))
{
x = mousePressPos_DEPRECATED(MOUSE_ORDER).x;
y = mousePressPos_DEPRECATED(MOUSE_ORDER).y;
}
else
{
x = mousePressPos_DEPRECATED(MOUSE_MMB).x;
y = mousePressPos_DEPRECATED(MOUSE_MMB).y;
}
if(driveModeActive()) {
driveProcessRadarInput(x,y);
} else {
/* If we're tracking a droid, then cancel that */
CalcRadarPosition(x, y, &PosX, &PosY);
if(mouseOverRadar)
{
// MARKER
// Send all droids to that location
orderSelectedLoc(selectedPlayer, (PosX*TILE_UNITS)+TILE_UNITS/2,
(PosY*TILE_UNITS)+TILE_UNITS/2, ctrlShiftDown()); // ctrlShiftDown() = ctrl clicked a destination, add an order
}
CheckScrollLimits();
audio_PlayTrack( ID_SOUND_MESSAGEEND );
}
}
if(mouseDrag(MOUSE_SELECT,&temp1,&temp2) && !rotActive)
{
CalcRadarPosition(x, y, &PosX, &PosY);
setViewPos(PosX,PosY,true);
bRadarDragging = true;
if (ctrlShiftDown())
{
player.r.y = 0;
}
}
else if (mousePressed(MOUSE_SELECT))
{
x = mousePressPos_DEPRECATED(MOUSE_SELECT).x;
y = mousePressPos_DEPRECATED(MOUSE_SELECT).y;
CalcRadarPosition(x, y, &PosX, &PosY);
if(bInstantRadarJump)
{
/* Go instantly */
setViewPos(PosX,PosY,true);
}
else
{
/* Pan to it */
requestRadarTrack(PosX*TILE_UNITS,PosY*TILE_UNITS);
}
}
// ctrl-alt-scroll changes game speed
if (!keyDown(KEY_LCTRL) || !keyDown(KEY_LALT))
{
if (mousePressed(MOUSE_WUP))
{
kf_RadarZoomIn();
}
else if (mousePressed(MOUSE_WDN))
{
kf_RadarZoomOut();
}
}
}
}
}
// 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 mOverConstruction = false;
if (InGameOpUp || isInGamePopupUp)
{
dragBox3D.status = DRAG_RELEASED; // disengage the dragging since it stops menu input
}
if(CoordInBuild(mouseX(), mouseY()))
{
mOverConstruction = true;
}
StartOfLastFrame = currentFrame;
currentFrame = frameGetFrameNumber();
psBuilding = NULL;
edgeOfMap = false;
ignoreRMBC = false;
/* Process all of our key mappings */
if (mousePressed(MOUSE_WUP) && !isMouseOverRadar())
{
/* Ctrl+Alt+WheelUp makes game speed up */
if (keyDown(KEY_LCTRL) && keyDown(KEY_LALT))
{
kf_SpeedUp();
}
else if (mOverConstruction)
{
kf_BuildPrevPage();
}
else
{
kf_ZoomInStep();
}
}
if (mousePressed(MOUSE_WDN) && !isMouseOverRadar())
{
/* Ctrl+Alt+WheelDown makes game slow down */
if (keyDown(KEY_LCTRL) && keyDown(KEY_LALT))
{
kf_SlowDown();
}
else if (mOverConstruction)
{
kf_BuildNextPage();
}
else
{
kf_ZoomOutStep();
}
}
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)
{
return mouseOverRadar && dragBox3D.status != DRAG_DRAGGING && radarPermitted && wallDrag.status != DRAG_DRAGGING;
}
static void CheckFinishedDrag(void)
{
if(driveModeActive()) {
return;
}
if (mouseReleased(MOUSE_LMB) || mouseDown(MOUSE_RMB))
{
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)
&& sBuildDetails.psStats->ref >= REF_STRUCTURE_START
&& sBuildDetails.psStats->ref < (REF_STRUCTURE_START + REF_RANGE))
{
if ((((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_WALL
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_DEFENSE
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_GATE
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_REARM_PAD)
&& !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(!ctrlShiftDown() && wallDrag.status==DRAG_INACTIVE)
{
clearSelection();
}
dragBox3D.status = DRAG_RELEASED;
dragBox3D.x2 = mouseX();
dragBox3D.y2 = mouseY();
}
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)
&& sBuildDetails.psStats->ref >= REF_STRUCTURE_START
&& sBuildDetails.psStats->ref < (REF_STRUCTURE_START + REF_RANGE))
{
if ((((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_WALL
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_DEFENSE
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_GATE
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_REARM_PAD)
&& !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 (deliveryReposValid())
{
finishDeliveryPosition();
return true;
}
else if (buildState == BUILD3D_VALID)
{
if ((((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_WALL
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_GATE
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_REARM_PAD
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_DEFENSE)
&& sBuildDetails.psStats->ref >= REF_STRUCTURE_START
&& sBuildDetails.psStats->ref < (REF_STRUCTURE_START + REF_RANGE)
&& !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() && mouseDown(MOUSE_LMB))
|| (mouseDrag(MOUSE_LMB, &dragX, &dragY) && !mouseOverRadar && !mouseDown(MOUSE_RMB)) )
{
if(!driveModeActive()) {
dragBox3D.x1 = dragX;
dragBox3D.x2 = mouseX();
dragBox3D.y1 = dragY;
dragBox3D.y2 = mouseY();
dragBox3D.status = DRAG_DRAGGING;
}
if(buildState == BUILD3D_VALID)
{
if ((((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_WALL
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_GATE
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_DEFENSE
|| ((STRUCTURE_STATS *)sBuildDetails.psStats)->type == REF_REARM_PAD)
&& !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;
}
}
}
}
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();
ignoreOrder = CheckFinishedFindPosition();
CheckStartWallDrag();
HandleDrag();
CheckFinishedDrag();
if ((mouseReleased(MOUSE_LMB) || (mouseReleased(MOUSE_MMB) && (keyDown(KEY_LALT) || keyDown(KEY_RALT)))) && !OverRadar &&
dragBox3D.status!=DRAG_RELEASED && !ignoreOrder && !mouseOverConsole && !bDisplayMultiJoiningStatus)
{
if (bRightClickOrders)
{
dealWithRMB();
}
else
{
if (!bMultiPlayer && (establishSelection(selectedPlayer) == SC_DROID_TRANSPORTER || establishSelection(selectedPlayer) == SC_DROID_SUPERTRANSPORTER))
{
// Never, *ever* let user control the transport in SP games--it breaks the scripts!
ASSERT(game.type == CAMPAIGN, "Game type was set incorrectly!");
return;
}
else
{
dealWithLMB();
}
}
}
if (mouseDClicked(MOUSE_LMB))
{
dealWithLMBDClick();
}
if (driveModeActive() && !driveTacticalActive())
{
driveProcessAquireButton();
}
else
{
if (!driveModeActive())
{
if (mouseReleased(MOUSE_RMB) && !rotActive && !ignoreRMBC)
{
dragBox3D.status = DRAG_INACTIVE;
// Pretty sure we wan't set walldrag status here aswell.
wallDrag.status = DRAG_INACTIVE;
bRadarDragging = false;
if (bRightClickOrders)
{
dealWithLMB();
}
else
{
dealWithRMB();
}
// Why?
if(getWarCamStatus())
{
camToggleStatus();
}
}
if (!mouseDrag(MOUSE_SELECT,(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 (mouseReleased(MOUSE_RMB))
{
cancelDeliveryRepos();
}
if (mouseDrag(MOUSE_ROTATE,(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 (gamePaused())
{
wzSetCursor(CURSOR_DEFAULT);
}
if (buildState == BUILD3D_VALID)
{
// special casing for building
wzSetCursor(CURSOR_BUILD);
}
else if (buildState == BUILD3D_POS)
{
// special casing for building - can't build here
wzSetCursor(CURSOR_NOTPOSSIBLE);
}
else if (selection != SC_INVALID)
{
BASE_OBJECT *ObjUnderMouse;
bool ObjAllied;
item = itemUnderMouse(&ObjUnderMouse);
ASSERT( item<POSSIBLE_TARGETS,"Weirdy target!" );
ObjAllied = (ObjUnderMouse && selectedPlayer != ObjUnderMouse->player && aiCheckAlliances(selectedPlayer,ObjUnderMouse->player));
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 (specialOrderKeyDown() &&
(ObjUnderMouse != NULL) &&
ObjUnderMouse->player == selectedPlayer)
{
if (selection == SC_DROID_REPAIR)
{
item = MT_OWNDROIDDAM;
}
else
{
// attacking own unit
item = MT_ENEMYDROID;
}
}
else if (selection == SC_DROID_REPAIR)
{
// We can't repair ourselves, so change it to a blocking cursor
for (DROID *psCurr = apsDroidLists[selectedPlayer]; psCurr != NULL; psCurr = psCurr->psNext)
{
if (psCurr->selected)
{
if ((ObjUnderMouse != NULL) && ObjUnderMouse->player == selectedPlayer && psCurr->id == ObjUnderMouse->id)
{
item = MT_BLOCKING;
}
break;
}
}
}
else if (selection == SC_DROID_DEMOLISH)
{
// Can't demolish allied objects, or something that isn't built yet
if (ObjAllied || (ObjUnderMouse && (ObjUnderMouse->type != OBJ_STRUCTURE || (((STRUCTURE *)ObjUnderMouse)->status == SS_BLUEPRINT_PLANNED))))
{
item = MT_BLOCKING;
}
}
// in multiPlayer check for what kind of unit can use it (TODO)
else if (bMultiPlayer && item == MT_TRANDROID)
{
if ( ObjUnderMouse->player != selectedPlayer)
{
item = MT_OWNDROID;
}
}
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] != AVAILABLE) // 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;
}
if (item == MT_TERRAIN
&& terrainType(mapTile(mouseTileX,mouseTileY)) == TER_CLIFFFACE)
{
item = MT_BLOCKING;
}
// special droid at full health
if (arnMPointers[item][selection] == CURSOR_FIX && ObjUnderMouse->type == OBJ_DROID &&
!droidIsDamaged((DROID *)ObjUnderMouse))
{
item = MT_OWNDROID;
}
if ((arnMPointers[item][selection] == CURSOR_SELECT ||
arnMPointers[item][selection] == CURSOR_EMBARK ||
arnMPointers[item][selection] == CURSOR_ATTACH ||
arnMPointers[item][selection] == CURSOR_LOCKON ||
arnMPointers[item][selection] == CURSOR_DEST) && ObjAllied)
{
// If you want to do these things, just gift your unit to your ally.
item = MT_BLOCKING;
}
if (specialOrderKeyDown() && (selection == SC_DROID_TRANSPORTER || selection == SC_DROID_SUPERTRANSPORTER) &&
arnMPointers[item][selection] == CURSOR_MOVE && bMultiPlayer)
{
// Alt+move = disembark transporter
wzSetCursor(CURSOR_DISEMBARK);
}
else if (specialOrderKeyDown() && selection == SC_DROID_DIRECT &&
arnMPointers[item][selection] == CURSOR_MOVE)
{
// Alt+move = scout
wzSetCursor(CURSOR_SCOUT);
}
else if (arnMPointers[item][selection] == CURSOR_NOTPOSSIBLE &&
ObjUnderMouse && (ObjUnderMouse->player == selectedPlayer) &&
ObjUnderMouse->type == OBJ_STRUCTURE && ((STRUCTURE *)ObjUnderMouse)->asWeaps[0].nStat &&
(asWeaponStats[((STRUCTURE *)ObjUnderMouse)->asWeaps[0].nStat].weaponSubClass == WSC_LAS_SAT))
{
wzSetCursor(CURSOR_SELECT); // Special casing for LasSat
}
else
{
wzSetCursor(arnMPointers[item][selection]);
}
}
else
{
wzSetCursor(CURSOR_DEFAULT);
}
}
else
{
BASE_OBJECT *ObjUnderMouse;
item = itemUnderMouse(&ObjUnderMouse);
//exceptions, exceptions...AB 10/06/99
if (bMultiPlayer && bLasSatStruct)
{
ASSERT( item<POSSIBLE_TARGETS,"Weirdy target!" );
if (item == MT_ENEMYDROID || item == MT_ENEMYSTR || item == MT_DAMFEATURE)
{
//display attack cursor
wzSetCursor(CURSOR_ATTACK);
}
else if (ObjUnderMouse && ObjUnderMouse->player == selectedPlayer && (ObjUnderMouse->type == OBJ_DROID ||
(ObjUnderMouse->type == OBJ_STRUCTURE && lasSatStructSelected((STRUCTURE *)ObjUnderMouse))))
{
// Special casing for selectables
wzSetCursor(CURSOR_SELECT);
}
else if (ObjUnderMouse && ObjUnderMouse->player == selectedPlayer && ObjUnderMouse->type == OBJ_STRUCTURE)
{
wzSetCursor(CURSOR_DEFAULT);
}
else
{
//display block cursor
wzSetCursor(CURSOR_NOTPOSSIBLE);
}
}
else if (ObjUnderMouse && (ObjUnderMouse->player == selectedPlayer) &&
((ObjUnderMouse->type == OBJ_STRUCTURE && ((STRUCTURE *)ObjUnderMouse)->asWeaps[0].nStat
&& (asWeaponStats[((STRUCTURE *)ObjUnderMouse)->asWeaps[0].nStat].weaponSubClass == WSC_LAS_SAT))
|| ObjUnderMouse->type == OBJ_DROID))
{
wzSetCursor(CURSOR_SELECT); // Special casing for LasSat or own unit
}
else
{
wzSetCursor(CURSOR_DEFAULT);
}
}
CurrentItemUnderMouse = item;
}
static void calcScroll(float *y, float *dydt, float accel, float decel, float targetVelocity, float dt)
{
double tMid;
// Stop instantly, if trying to change direction.
if (targetVelocity * *dydt < -1e-8f)
{
*dydt = 0;
}
if (targetVelocity < *dydt)
{
accel = -accel;
decel = -decel;
}
// Decelerate if needed.
tMid = (0 - *dydt) / decel;
CLIP(tMid, 0, dt);
*y += *dydt * tMid + decel/2 * tMid*tMid;
*dydt += decel * tMid;
dt -= tMid;
// Accelerate if needed.
tMid = (targetVelocity - *dydt) / accel;
CLIP(tMid, 0, dt);
*y += *dydt * tMid + accel/2 * tMid*tMid;
*dydt += accel * tMid;
dt -= tMid;
// Continue at target velocity.
*y += *dydt * dt;
}
void scroll(void)
{
SDWORD xDif,yDif;
uint32_t timeDiff;
int scrollDirLeftRight = 0, scrollDirUpDown = 0;
float scroll_zoom_factor = 1+2*((getViewDistance()-MINDISTANCE)/((float)(MAXDISTANCE-MINDISTANCE)));
float scaled_max_scroll_speed = scroll_zoom_factor * MAX_SCROLL_SPEED;
float scaled_accel;
static float xDiffFrac = 0, yDiffFrac = 0;
if(InGameOpUp || bDisplayMultiJoiningStatus || isInGamePopupUp) // cant scroll when menu up. or when over radar
{
return;
}
if (mouseScroll && wzMouseInWindow())
{
// Scroll left or right
scrollDirLeftRight += (mouseX() > (pie_GetVideoBufferWidth() - BOUNDARY_X)) -
(mouseX() < BOUNDARY_X);
// Scroll down or up
scrollDirUpDown += (mouseY() < BOUNDARY_Y) -
(mouseY() > (pie_GetVideoBufferHeight() - BOUNDARY_Y));
}
if (!keyDown(KEY_LCTRL) && !keyDown(KEY_RCTRL))
{
// Scroll left or right
scrollDirLeftRight += keyDown(KEY_RIGHTARROW) - keyDown(KEY_LEFTARROW);
// Scroll down or up
scrollDirUpDown += keyDown(KEY_UPARROW) - keyDown(KEY_DOWNARROW);
}
CLIP(scrollDirLeftRight, -1, 1);
CLIP(scrollDirUpDown, -1, 1);
if (scrollDirLeftRight != 0 || scrollDirUpDown != 0)
{
setWarCamActive(false); // Don't let this thing override the user trying to scroll.
}
scaled_accel = scroll_zoom_factor * scroll_speed_accel;
// Apparently there's stutter if using deltaRealTime, so we have our very own delta time here, just for us.
timeDiff = wzGetTicks() - scrollRefTime;
scrollRefTime += timeDiff;
timeDiff = std::min<unsigned>(timeDiff, 500); // Since we're using our own time variable, which isn't updated when dragging a box, clamp the time here so releasing the box doesn't scroll to the edge of the map suddenly.
scrollStepLeftRight = 0;
scrollStepUpDown = 0;
calcScroll(&scrollStepLeftRight, &scrollSpeedLeftRight, scaled_accel, 2*scaled_accel, scrollDirLeftRight * scaled_max_scroll_speed, (float)timeDiff / GAME_TICKS_PER_SEC);
calcScroll(&scrollStepUpDown, &scrollSpeedUpDown, scaled_accel, 2*scaled_accel, scrollDirUpDown * scaled_max_scroll_speed, (float)timeDiff / GAME_TICKS_PER_SEC);
/* Get x component of movement */
xDiffFrac += cos(-player.r.y*(M_PI/32768))*scrollStepLeftRight + sin(-player.r.y*(M_PI/32768))*scrollStepUpDown;
/* Get y component of movement */
yDiffFrac += sin(-player.r.y*(M_PI/32768))*scrollStepLeftRight - cos(-player.r.y*(M_PI/32768))*scrollStepUpDown;
xDif = (int)xDiffFrac;
yDif = (int)yDiffFrac;
xDiffFrac -= xDif;
yDiffFrac -= yDif;
/* Adjust player's position by these components */
player.p.x += xDif;
player.p.z += yDif;
edgeOfMap = CheckScrollLimits();
}
/*
* Reset scrolling, so we don't jump around after unpausing.
*/
void resetScroll(void)
{
scrollRefTime = wzGetTicks();
scrollSpeedUpDown = 0.0f;
scrollSpeedLeftRight = 0.0f;
}
// 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;
minX = world_coord(scrollMinX);
maxX = world_coord(scrollMaxX - 1);
minY = world_coord(scrollMinY);
maxY = world_coord(scrollMaxY - 1);
//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_ROTATE) && rotActive)
{
if (abs(mouseX() - rotX) > 2 || xMoved > 2 || abs(mouseY() - rotY) > 2 || yMoved > 2)
{
xMoved += abs(mouseX() - rotX);
if (mouseX() < rotX)
{
player.r.y = rotInitial + (rotX - mouseX()) * DEG(1) / 2;
}
else
{
player.r.y = rotInitial - (mouseX() - rotX) * DEG(1) / 2;
}
yMoved += abs(mouseY() - rotY);
if (bInvertMouse)
{
if (mouseY() < rotY)
{
player.r.x = rotInitialUp + (rotY - mouseY()) * DEG(1) / 3;
}
else
{
player.r.x = rotInitialUp - (mouseY() - rotY) * DEG(1) / 3;
}
}
else
{
if(mouseY() < rotY)
{
player.r.x = rotInitialUp - (rotY - mouseY()) * DEG(1) / 3;
}
else
{
player.r.x = rotInitialUp + (mouseY() - rotY) * DEG(1) / 3;
}
}
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 (!mouseDown(MOUSE_ROTATE) && 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();
}
static bool mouseInBox(SDWORD x0, SDWORD y0, SDWORD x1, SDWORD y1)
{
return mouseX() > x0 && mouseX() < x1 && mouseY() > y0 && mouseY() < y1;
}
bool DrawnInLastFrame(int32_t frame)
{
return frame >= (int32_t)StartOfLastFrame;
}
/*
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()
{
BASE_OBJECT *psReturn = NULL;
int dispX, dispY, dispR;
if (mouseTileX < 0 || mouseTileY < 0 || mouseTileX > mapWidth - 1 || mouseTileY > mapHeight - 1)
{
return(NULL);
}
/* First have a look through the droid lists */
for (int i = 0; i < MAX_PLAYERS; i++)
{
/* Note the !psObject check isn't really necessary as the goto will jump out */
for (DROID *psDroid = apsDroidLists[i]; psDroid && !psReturn; psDroid = psDroid->psNext)
{
dispX = psDroid->sDisplay.screenX;
dispY = psDroid->sDisplay.screenY;
dispR = psDroid->sDisplay.screenR;
// Has the droid been drawn since the start of the last frame
if (psDroid->visible[selectedPlayer] && DrawnInLastFrame(psDroid->sDisplay.frameNumber))
{
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);
if (psReturn == NULL)
{
psReturn = getTileBlueprintStructure(mouseTileX, mouseTileY);
}
/* Send the result back - if it's null then we clicked on an area of terrain */
return psReturn;
}
// Start repositioning a delivery point.
//
static FLAG_POSITION flagPos;
static int flagStructId;
static bool flagReposVarsValid;
static bool flagReposFinished;
void startDeliveryPosition(FLAG_POSITION *psFlag)
{
FLAG_POSITION *psFlagPos;
if (tryingToGetLocation()) // if we're placing a building don't place
{
return;
}
//clear the selected delivery point
for (psFlagPos = apsFlagPosLists[selectedPlayer]; psFlagPos; psFlagPos = psFlagPos->psNext)
{
psFlagPos->selected = false;
}
//set this object position to be highlighted
psFlag->selected = true;
flagPos = *psFlag;
STRUCTURE* psStruct = findDeliveryFactory(psFlag);
if (!psStruct)
{
flagStructId = 0; // not a struct, just a flag.
}
else
{
flagStructId = psStruct->id;
}
flagReposVarsValid = true;
flagReposFinished = false;
if (bInTutorial)
{
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_DELIVPOINTMOVED);
}
}
// Finished repositioning a delivery point.
//
void finishDeliveryPosition()
{
FLAG_POSITION* psFlagPos;
if (flagStructId)
{
flagReposVarsValid = false;
STRUCTURE* psStruct = IdToStruct(flagStructId, selectedPlayer);
if (StructIsFactory(psStruct) && psStruct->pFunctionality
&& psStruct->pFunctionality->factory.psAssemblyPoint)
{
setAssemblyPoint(psStruct->pFunctionality->factory.psAssemblyPoint,
flagPos.coords.x, flagPos.coords.y, selectedPlayer, true);
}
else if (psStruct->pStructureType->type == REF_REPAIR_FACILITY && psStruct->pFunctionality != NULL)
{
setAssemblyPoint(psStruct->pFunctionality->repairFacility.psDeliveryPoint,
flagPos.coords.x, flagPos.coords.y, selectedPlayer, true);
}
//deselect once moved
for (psFlagPos = apsFlagPosLists[selectedPlayer]; psFlagPos; psFlagPos = psFlagPos->psNext)
{
psFlagPos->selected = false;
}
}
flagReposFinished = true;
}
// Is there a valid delivery point repositioning going on.
bool deliveryReposValid(void)
{
if (!flagReposVarsValid)
return false;
Vector2i map = map_coord(removeZ(flagPos.coords));
//make sure we are not too near map edge
if (map.x < scrollMinX + TOO_NEAR_EDGE || map.x + 1 > scrollMaxX - TOO_NEAR_EDGE ||
map.y < scrollMinY + TOO_NEAR_EDGE || map.y + 1 > scrollMaxY - TOO_NEAR_EDGE)
{
return false;
}
// cant place on top of a delivery point...
for (FLAG_POSITION const *psCurrFlag = apsFlagPosLists[selectedPlayer]; psCurrFlag; psCurrFlag = psCurrFlag->psNext)
{
Vector2i flagTile = map_coord(removeZ(psCurrFlag->coords));
if (flagTile == map)
return false;
}
if (fpathBlockingTile(map.x, map.y, PROPULSION_TYPE_WHEELED))
{
return false;
}
return true;
}
bool deliveryReposFinished(FLAG_POSITION *psFlag)
{
if (!flagReposVarsValid)
return false;
if (psFlag)
*psFlag = flagPos;
return flagReposFinished;
}
void processDeliveryRepos(void)
{
if (!flagReposVarsValid)
return;
int bX = clip(mouseTileX, 2, mapWidth - 3);
int bY = clip(mouseTileY, 2, mapHeight - 3);
flagPos.coords = Vector3i(world_coord(Vector2i(bX, bY))+Vector2i(TILE_UNITS/2,TILE_UNITS/2), map_TileHeight(bX, bY) + 2*ASSEMBLY_POINT_Z_PADDING);
}
// Cancel repositioning of the delivery point without moving it.
//
void cancelDeliveryRepos(void)
{
flagReposVarsValid = false;
}
void renderDeliveryRepos(void)
{
if (flagReposVarsValid)
renderDeliveryPoint(&flagPos, true);
}
// 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;
}
if (hasCommander(psDroid))
{
psLeader = (BASE_OBJECT *)psDroid->psGroup->psCommander;
}
else
{
//psLeader can be either a droid or a structure
psLeader = orderStateObj(psDroid, DORDER_FIRESUPPORT);
}
if (psLeader != NULL)
{
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;
/* Toggle selection on and off - allows you drag around a big
area of droids and then exclude certain individuals */
if (!bDragBox && psDroid->selected == true)
{
DeSelectDroid(psDroid);
}
else if (ctrlShiftDown() || !droidHasLeader(psDroid))
{
for(psD = apsDroidLists[selectedPlayer],bGotGroup = false; psD && !bGotGroup; psD = psD->psNext)
{
if(psD->selected && (psD->group!=UBYTE_MAX))
{
bGotGroup = true;
}
}
if (specialOrderKeyDown())
{
/* 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);
}
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;
}
}
// 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 AddDerrickBurningMessage(void)
{
addConsoleMessage(_("Cannot Build. Oil Resource Burning."),DEFAULT_JUSTIFY,SYSTEM_MESSAGE);
audio_PlayTrack( ID_SOUND_BUILD_FAIL );
}
static void printDroidClickInfo(DROID *psDroid)
{
if (getDebugMappingStatus()) // cheating on, so output debug info
{
console("%s - Hitpoints %d/%d - ID %d - experience %f, %s - order %s - action %s - sensor range %hu - ECM %u - pitch %.0f - frust %u",
droidGetName(psDroid), psDroid->body, psDroid->originalBody, psDroid->id,
psDroid->experience/65536.f, getDroidLevelName(psDroid), getDroidOrderName(psDroid->order.type), getDroidActionName(psDroid->action),
droidSensorRange(psDroid), droidJammerPower(psDroid), UNDEG(psDroid->rot.pitch), psDroid->lastFrustratedTime);
FeedbackOrderGiven();
}
else if (!psDroid->selected)
{
console(_("%s - Hitpoints %d/%d - Experience %.1f, %s"), droidGetName(psDroid), psDroid->body, psDroid->originalBody,
psDroid->experience/65536.f, _(getDroidLevelName(psDroid)));
FeedbackOrderGiven();
}
clearSelection();
dealWithDroidSelect(psDroid, false);
}
static void dealWithLMBDroid(DROID* psDroid, SELECTION_TYPE selection)
{
bool ownDroid; // Not an allied droid
if (!aiCheckAlliances(selectedPlayer, psDroid->player))
{
memset(DROIDDOING, 0x0 , sizeof(DROIDDOING)); // take over the other players droid by debug menu.
/* We've clicked on enemy droid */
if (getDebugMappingStatus())
{
console("(Enemy!) %s - Hitpoints %d/%d - ID %d - experience %f, %s - order %s - action %s - sensor range %d - ECM %d - pitch %.0f",
droidGetName(psDroid), psDroid->body, psDroid->originalBody, psDroid->id,
psDroid->experience / 65536.f, getDroidLevelName(psDroid), getDroidOrderName(psDroid->order.type),
getDroidActionName(psDroid->action), droidSensorRange(psDroid), droidJammerPower(psDroid), UNDEG(psDroid->rot.pitch));
FeedbackOrderGiven();
}
orderSelectedObjAdd(selectedPlayer, (BASE_OBJECT*)psDroid, ctrlShiftDown());
//lasSat structure can select a target - in multiPlayer only
if (bMultiPlayer && bLasSatStruct)
{
orderStructureObj(selectedPlayer, (BASE_OBJECT*)psDroid);
}
FeedbackOrderGiven();
driveDisableTactical();
return;
}
ownDroid = (selectedPlayer == psDroid->player);
// Hack to detect if sensor was assigned
bSensorAssigned = true;
if (!bRightClickOrders && ctrlShiftDown() && ownDroid)
{
// select/deselect etc. the droid
dealWithDroidSelect(psDroid, false);
}
else if (specialOrderKeyDown() && ownDroid)
{
// try to attack your own unit
orderSelectedObjAdd(selectedPlayer, (BASE_OBJECT*)psDroid, ctrlShiftDown());
FeedbackOrderGiven();
driveDisableTactical();
}
else if (psDroid->droidType == DROID_TRANSPORTER || psDroid->droidType == DROID_SUPERTRANSPORTER)
{
if (selection == SC_INVALID)
{
//in multiPlayer mode we RMB to get the interface up
if (bMultiPlayer && !bRightClickOrders)
{
psDroid->selected = true;
triggerEventSelected();
}
else
{
intResetScreen(false);
if (!getWidgetsStatus())
{
setWidgetsStatus(true);
}
addTransporterInterface(psDroid, false);
}
}
else
{ // We can order all units to use the transport now
if (cyborgDroidSelected(selectedPlayer))
{
// TODO add special processing for cyborgDroids
}
orderSelectedObj(selectedPlayer, (BASE_OBJECT*)psDroid);
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 &&
!ctrlShiftDown() && ownDroid)
{
turnOffMultiMsg(true);
orderSelectedObj(selectedPlayer, (BASE_OBJECT*)psDroid);
FeedbackOrderGiven();
clearSelection();
assignSensorTarget((BASE_OBJECT *)psDroid);
dealWithDroidSelect(psDroid, false);
turnOffMultiMsg(false);
}
// Clicked on a sensor? Will assign to it.
else if (psDroid->droidType == DROID_SENSOR)
{
DROID* psCurr;
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)) ||
isVtolDroid(psCurr)) &&
droidSensorDroidWeapon((BASE_OBJECT *)psDroid, psCurr))
{
bSensorAssigned = true;
orderDroidObj(psCurr, DORDER_FIRESUPPORT, (BASE_OBJECT *)psDroid, ModeQueue);
FeedbackOrderGiven();
}
}
if (bSensorAssigned)
{
clearSelection();
assignSensorTarget((BASE_OBJECT *)psDroid);
}
}
// Hack to detect if anything was done with sensor
else
{
bSensorAssigned = false;
}
if (bSensorAssigned)
{
return;
}
// Clicked on a construction unit? Will guard it.
else if ((psDroid->droidType == DROID_CONSTRUCT || psDroid->droidType == DROID_SENSOR ||
psDroid->droidType == DROID_COMMAND)
&& 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();
}
else if (bRightClickOrders && ownDroid)
{
if (!(psDroid->selected))
{
clearSelection();
SelectDroid(psDroid);
}
intObjectSelected((BASE_OBJECT *)psDroid);
}
// Just plain clicked on?
else if (ownDroid)
{
printDroidClickInfo(psDroid);
}
else // Clicked on allied unit with no other possible actions
{
console(_("%s - Allied - Hitpoints %d/%d - Experience %d, %s"), droidGetName(psDroid), psDroid->body, psDroid->originalBody,
psDroid->experience / 65536, getDroidLevelName(psDroid));
FeedbackOrderGiven();
}
}
static void dealWithLMBStructure(STRUCTURE* psStructure, SELECTION_TYPE selection)
{
bool ownStruct = (psStructure->player == selectedPlayer);
if (!aiCheckAlliances(psStructure->player, selectedPlayer))
{
/* We've clicked on an enemy building */
if (getDebugMappingStatus())
{
console("(Enemy!) %s, ref: %d, ID: %d Hitpoints: %d/%d", getID(psStructure->pStructureType), psStructure->pStructureType->ref,
psStructure->id, psStructure->body, psStructure->pStructureType->upgrade[psStructure->player].hitpoints);
}
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 allied or own building */
//print some info at the top of the screen for the specific structure
if (!bRightClickOrders) printStructureInfo(psStructure);
/* Got to be built. Also, you can't 'select' derricks */
if (!specialOrderKeyDown() && (psStructure->status == SS_BUILT) &&
(psStructure->pStructureType->type != REF_RESOURCE_EXTRACTOR) && ownStruct)
{
if (bRightClickOrders)
{
if (StructIsFactory(psStructure) && selection != SC_DROID_CONSTRUCT)
{
intAddFactoryOrder(psStructure);
}
}
else
{
// now only display interface if nothing selected
if (!anyDroidSelected(selectedPlayer))
{
intObjectSelected((BASE_OBJECT *)psStructure);
FeedbackOrderGiven();
}
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;
triggerEventSelected();
}
//determine if LasSat structure has been selected
bLasSatStruct = lasSatStructSelected(psStructure);
}
}
else if ((psStructure->status==SS_BUILT) &&
(psStructure->pStructureType->type == REF_RESOURCE_EXTRACTOR) &&
selection == SC_INVALID && ownStruct)
{
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;
triggerEventSelected();
}
bSensorAssigned = false;
orderSelectedObjAdd(selectedPlayer, (BASE_OBJECT*)psStructure, ctrlShiftDown());
FeedbackOrderGiven();
if (bSensorAssigned)
{
clearSelection();
assignSensorTarget((BASE_OBJECT *)psStructure);
}
if (intDemolishSelectMode())
{
// we were demolishing something - now we're done
if (ctrlShiftDown())
{
quickQueueMode = true;
}
else
{
intDemolishCancel();
}
}
driveDisableTactical();
}
static void dealWithLMBFeature(FEATURE* psFeature)
{
//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->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(psCurr) == DROID_CONSTRUCT ||
droidType(psCurr) == DROID_CYBORG_CONSTRUCT) && (psCurr->selected))
{
if(fireOnLocation(psFeature->pos.x,psFeature->pos.y))
{
// Can't build because it's burning
AddDerrickBurningMessage();
}
sendDroidInfo(psCurr, DroidOrder(DORDER_BUILD, &asStructureStats[i], removeZ(psFeature->pos), player.r.y), ctrlShiftDown());
FeedbackOrderGiven();
}
}
}
}
else
{
switch(psFeature->psStats->subType)
{
case FEAT_GEN_ARTE:
case FEAT_OIL_DRUM:
{
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!!!
{
sendDroidInfo(psNearestUnit, DroidOrder(DORDER_RECOVER, psFeature), ctrlShiftDown());
FeedbackOrderGiven();
}
break;
}
case FEAT_BOULDER:
case FEAT_OIL_RESOURCE:
case FEAT_VEHICLE:
default:
break;
}
}
if (getDebugMappingStatus())
{
console("(Feature) %s ID: %d ref: %d Hipoints: %d/%d", getID(psFeature->psStats), psFeature->id, psFeature->psStats->ref, psFeature->psStats->body, psFeature->body);
}
driveDisableTactical();
}
static void dealWithLMBObject(BASE_OBJECT* psClickedOn)
{
SELECTION_TYPE selection = establishSelection(selectedPlayer);
OBJECT_TYPE type = psClickedOn->type;
switch (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 only when the value is outside of the valid range
ASSERT(type < OBJ_NUM_TYPES, "Weird selection from LMB - type of clicked object is %d", (int)type);
break;
}
}
void dealWithLMB( void )
{
BASE_OBJECT *psClickedOn;
OBJECT_POSITION *psLocation;
STRUCTURE *psStructure;
/* Don't process if in game options are on screen */
if (mouseOverRadar ||
InGameOpUp == true || widgGetFromID(psWScreen,INTINGAMEOP))
{
return;
}
/* What have we clicked on? */
if(driveModeActive() && !driveTacticalActive())
{
psClickedOn = NULL;
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))
{
// now changed to use the multiple order stuff
// clicked on a destination.
orderSelectedLoc(selectedPlayer, mousePos.x, mousePos.y, ctrlShiftDown()); // ctrlShiftDown() = ctrl clicked a destination, add an order
/* Otherwise send them all */
if(getNumDroidsSelected())
{
assignDestTarget();
audio_PlayTrack(ID_SOUND_SELECT);
}
if (getDebugMappingStatus() && tileOnMap(mouseTileX, mouseTileY))
{
MAPTILE *psTile = mapTile(mouseTileX, mouseTileY);
uint8_t aux = auxTile(mouseTileX, mouseTileY, selectedPlayer);
console("%s tile %d, %d [%d, %d] continent(l%d, h%d) level %g illum %d %s %s w=%d s=%d j=%d",
tileIsExplored(psTile) ? "Explored" : "Unexplored",
mouseTileX, mouseTileY, world_coord(mouseTileX), world_coord(mouseTileY),
(int)psTile->limitedContinent, (int)psTile->hoverContinent, psTile->level, (int)psTile->illumination,
aux & AUXBITS_DANGER ? "danger" : "", aux & AUXBITS_THREAT ? "threat" : "",
(int)psTile->watchers[selectedPlayer], (int)psTile->sensors[selectedPlayer], (int)psTile->jammers[selectedPlayer]);
}
driveDisableTactical();
return;
}
switch (psLocation->type)
{
case POS_DELIVERY:
if(psLocation->player == selectedPlayer)
{
if (bRightClickOrders)
{
//centre the view on the owning Factory
psStructure = findDeliveryFactory((FLAG_POSITION *)psLocation);
if (psStructure)
{
setViewPos(map_coord(psStructure->pos.x),
map_coord(psStructure->pos.y),
true);
}
}
else
{
startDeliveryPosition((FLAG_POSITION *)psLocation);
}
}
break;
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
static void dealWithLMBDClick(void)
{
BASE_OBJECT *psClickedOn;
DROID *psDroid;
STRUCTURE *psStructure;
/* 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_COMMAND)
{
intResetScreen(true);
intCommanderSelected(psDroid);
}
else
{
// Now selects all of same type on screen
selDroidSelection(selectedPlayer,DS_BY_TYPE,DST_ALL_SAME,true);
}
}
}
else if (psClickedOn->type == OBJ_STRUCTURE)
{
/* We clicked on structure */
psStructure = (STRUCTURE *) psClickedOn;
if (psStructure->player == selectedPlayer && !structureIsBlueprint(psStructure))
{
if (StructIsFactory(psStructure))
{
setViewPos(map_coord(psStructure->pFunctionality->factory.psAssemblyPoint->coords.x),
map_coord(psStructure->pFunctionality->factory.psAssemblyPoint->coords.y),
true);
}
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);
}
}
}
}
}
/*This checks to see if the mouse was over a delivery point or a proximity message
when the mouse button was pressed */
static OBJECT_POSITION * checkMouseLoc(void)
{
FLAG_POSITION *psPoint;
UDWORD i;
UDWORD dispX,dispY,dispR;
// 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!
return psPoint;
}
}
}
}
return NULL;
}
static void dealWithRMB( void )
{
BASE_OBJECT *psClickedOn;
DROID *psDroid;
STRUCTURE *psStructure;
if (driveModeActive() || mouseOverRadar ||
InGameOpUp == true || widgGetFromID(psWScreen,INTINGAMEOP))
{
return;
}
/* 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 (bRightClickOrders && ctrlShiftDown())
{
dealWithDroidSelect(psDroid, false);
}
// Not a transporter
else if (psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER)
{
if (bRightClickOrders)
{
/* We've clicked on one of our own droids */
printDroidClickInfo(psDroid);
}
else
{
if (psDroid->selected!=true)
{
clearSelection();
SelectDroid(psDroid);
}
intObjectSelected((BASE_OBJECT *)psDroid);
}
}
// Transporter
else
{
if (bMultiPlayer)
{
if (bRightClickOrders && psDroid->selected!=true)
{
clearSelection();
SelectDroid(psDroid);
}
else
{
intResetScreen(false);
if (!getWidgetsStatus())
{
setWidgetsStatus(true);
}
addTransporterInterface(psDroid, false);
}
}
}
}
else if (bMultiPlayer && isHumanPlayer(psDroid->player))
{
console("%s", droidGetName(psDroid));
FeedbackOrderGiven();
}
} // end if its a droid
else if (psClickedOn->type == OBJ_STRUCTURE)
{
/* We clicked on structure */
psStructure = (STRUCTURE *) psClickedOn;
if (psStructure->player == selectedPlayer)
{
/* We've clicked on our own building */
if (bRightClickOrders && intDemolishSelectMode())
{
orderSelectedObjAdd(selectedPlayer, psClickedOn, ctrlShiftDown());
FeedbackOrderGiven();
// we were demolishing something - now we're done
if (ctrlShiftDown())
{
quickQueueMode = true;
}
else
{
intDemolishCancel();
}
}
else if (psStructure->selected==true)
{
psStructure->selected = false;
intObjectSelected(NULL);
triggerEventSelected();
}
else if (!structureIsBlueprint(psStructure))
{
clearSelection();
if (bRightClickOrders)
{
if ((psStructure->status == SS_BUILT) &&
(psStructure->pStructureType->type != REF_RESOURCE_EXTRACTOR))
{
printStructureInfo(psStructure);
psStructure->selected = true;
// Open structure menu
intObjectSelected((BASE_OBJECT *)psStructure);
FeedbackOrderGiven();
bLasSatStruct = lasSatStructSelected(psStructure);
triggerEventSelected();
}
}
else if (StructIsFactory(psStructure))
{
//pop up the order interface for the factory
intAddFactoryOrder(psStructure);
}
else
{
intObjectSelected((BASE_OBJECT *)psStructure);
}
}
}
} // end if its a structure
else
{
/* And if it's not a feature, then we're in trouble! */
ASSERT(psClickedOn->type == OBJ_FEATURE, "Weird selection from RMB - type of clicked object is %d", (int)psClickedOn->type);
}
}
else
{
/*Check for a Delivery Point*/
OBJECT_POSITION* psLocation = checkMouseLoc();
if (psLocation)
{
switch (psLocation->type)
{
case POS_DELIVERY:
if(psLocation->player == selectedPlayer)
{
if (bRightClickOrders)
{
startDeliveryPosition((FLAG_POSITION *)psLocation);
}
else
{
//centre the view on the owning Factory
psStructure = findDeliveryFactory((FLAG_POSITION *)psLocation);
if (psStructure)
{
setViewPos(map_coord(psStructure->pos.x),
map_coord(psStructure->pos.y),
true);
}
}
}
break;
default:
ASSERT(!"unknown object position type", "Unknown type from checkMouseLoc");
}
}
else
{
clearSelection();
intObjectSelected(NULL);
memset(DROIDDOING, 0x0 , sizeof(DROIDDOING)); // clear string when deselected
}
}
}
/* 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);
}
}
/* We haven't found anything yet */
retVal = MT_NOTARGET;
/* 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(aiCheckAlliances(psDroid->player, selectedPlayer))
{
*ppObjectUnderMouse=(BASE_OBJECT *)psDroid;
// need to check for command droids here as well
if (psDroid->droidType == DROID_SENSOR)
{
if (selectedPlayer != psDroid->player)
{
retVal = MT_CONSTRUCT; // Can't assign to allied units
}
else
{
retVal = MT_SENSOR;
}
}
else if ((psDroid->droidType == DROID_TRANSPORTER || psDroid->droidType == DROID_SUPERTRANSPORTER) &&
selectedPlayer == psDroid->player)
{
//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)
{
if (selectedPlayer != psDroid->player)
{
retVal = MT_CONSTRUCT; // Can't assign to allied units
}
else
{
retVal = MT_COMMAND;
}
}
else
{
if (droidIsDamaged(psDroid))
{
retVal = MT_OWNDROIDDAM;
}
else
{
retVal = MT_OWNDROID;
}
}
}
else
{
*ppObjectUnderMouse=(BASE_OBJECT *)psDroid;
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 = NULL;
}
else
{
psNotDroid = getTileOccupier(mouseTileX, mouseTileY);
if (psNotDroid == NULL)
{
psNotDroid = getTileBlueprintStructure(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
{
retVal = MT_DAMFEATURE;
}
else if(((FEATURE *)psNotDroid)->psStats->subType == FEAT_OIL_RESOURCE)
{
retVal = MT_RESOURCE;
}
else
{
retVal = MT_BLOCKING;
}
}
else if(psNotDroid->type == OBJ_STRUCTURE)
{
psStructure = (STRUCTURE *)psNotDroid;
if (aiCheckAlliances(psNotDroid->player, selectedPlayer))
{
if (psStructure->status == SS_BEING_BUILT || isBlueprint(psStructure))
{
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 (nextModuleToBuild(psStructure, -1) > 0)
{
retVal = MT_OWNSTRINCOMP;
}
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 (14)
static 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,
10, //DROID_SUPERTRANSPORTER
};
/* 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 */
static SELECTION_TYPE establishSelection(UDWORD selectedPlayer)
{
DROID *psDominant = NULL;
UBYTE CurrWeight = UBYTE_MAX;
bool atLeastOne = false;
SELECTION_TYPE selectionClass = SC_INVALID;
for (DROID *psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
{
// 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" );
if(DroidSelectionWeights[psDroid->droidType] < CurrWeight) {
atLeastOne = true;
CurrWeight = DroidSelectionWeights[psDroid->droidType];
psDominant = psDroid;
}
}
}
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:
case DROID_SUPERTRANSPORTER:
//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())
{
return SC_DROID_DEMOLISH;
}
selectionClass = SC_DROID_CONSTRUCT;
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 */
static bool buildingDamaged(STRUCTURE *psStructure)
{
return psStructure->body < structureBody(psStructure);
}
/*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 ||
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 VTOL droid*/
bool vtolDroidSelected(UDWORD player)
{
DROID *psCurr;
for (psCurr = apsDroidLists[player]; psCurr != NULL; psCurr = psCurr->psNext)
{
if (psCurr->selected && isVtolDroid(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()
{
DROID *psCurrDroid;
STRUCTURE *psStruct;
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;
}
bLasSatStruct = 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();
triggerEventSelected();
}
// Clear the selection and stop driver mode.
//
void clearSelection()
{
StopDriverMode(); // Cancel driver mode ( if active ).
clearSel();
}
//access function for bSensorAssigned variable
void setSensorAssigned(void)
{
bSensorAssigned = true;
}
/* Initialise the display system */
bool dispInitialise(void)
{
flagReposVarsValid = false;
return true;
}