warzone2100/src/keybind.cpp

2886 lines
71 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
*/
#include <string.h>
#include "lib/framework/frame.h"
#include "lib/framework/strres.h"
#include "lib/framework/stdio_ext.h"
#include "lib/framework/utf.h"
#include "lib/framework/wzapp.h"
#include "lib/framework/rational.h"
#include "objects.h"
#include "basedef.h"
#include "map.h"
#include "warcam.h"
#include "warzoneconfig.h"
#include "console.h"
#include "objects.h"
#include "display.h"
#include "mapdisplay.h"
#include "display3d.h"
#include "edit3d.h"
#include "keybind.h"
#include "mechanics.h"
#include "lib/sound/audio.h"
#include "lib/sound/audio_id.h"
#include "lighting.h"
#include "power.h"
#include "hci.h"
#include "oprint.h"
#include "wrappers.h"
#include "ingameop.h"
#include "effects.h"
#include "component.h"
#include "geometry.h"
#include "radar.h"
#include "structure.h"
// FIXME Direct iVis implementation include!
#include "lib/ivis_opengl/screen.h"
#include "cheat.h"
#include "lib/netplay/netplay.h"
#include "multiplay.h"
#include "multimenu.h"
#include "atmos.h"
#include "advvis.h"
#include "difficulty.h"
#include "intorder.h"
#include "lib/widget/widget.h"
#include "lib/widget/widgint.h"
#include "lib/widget/bar.h"
#include "lib/widget/form.h"
#include "lib/widget/label.h"
#include "lib/widget/button.h"
#include "lib/widget/listwidget.h"
#include "order.h"
#include "lib/ivis_opengl/piestate.h"
// FIXME Direct iVis implementation include!
#include "lib/framework/fixedpoint.h"
#include "lib/ivis_opengl/piematrix.h"
#include "keymap.h"
#include "loop.h"
#include "lib/script/script.h"
#include "scripttabs.h"
#include "scriptextern.h"
#include "mission.h"
#include "mapgrid.h"
#include "order.h"
#include "drive.h"
#include "selection.h"
#include "difficulty.h"
#include "scriptcb.h" /* for console callback */
#include "scriptfuncs.h"
#include "clparse.h"
#include "research.h"
#include "template.h"
#include "qtscript.h"
#include "multigifts.h"
/*
KeyBind.c
Holds all the functions that can be mapped to a key.
All functions at the moment must be 'void func(void)'.
Alex McLean, Pumpkin Studios, EIDOS Interactive.
*/
#define MAP_ZOOM_RATE (1000)
#define MAP_PITCH_RATE (SPIN_SCALING/SECS_PER_SPIN)
extern char ScreenDumpPath[];
bool bMovePause = false;
bool bAllowOtherKeyPresses = true;
char sTextToSend[MAX_CONSOLE_STRING_LENGTH];
char beaconMsg[MAX_PLAYERS][MAX_CONSOLE_STRING_LENGTH]; //beacon msg for each player
static STRUCTURE *psOldRE = NULL;
static char sCurrentConsoleText[MAX_CONSOLE_STRING_LENGTH]; //remember what user types in console for beacon msg
/* Support functions to minimise code size */
static void kfsf_SetSelectedDroidsState( SECONDARY_ORDER sec, SECONDARY_STATE State );
/** A function to determine wether we're running a multiplayer game, not just a
* single player campaign or a skirmish game.
* \return false if this is a skirmish or single player game, true if it is a
* multiplayer game.
*/
bool runningMultiplayer(void)
{
if (!bMultiPlayer || !NetPlay.bComms)
return false;
return true;
}
static void noMPCheatMsg(void)
{
addConsoleMessage(_("Sorry, that cheat is disabled in multiplayer games."), DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
void kf_AutoGame(void)
{
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
if (game.type == CAMPAIGN)
{
CONPRINTF(ConsoleString, (ConsoleString, "Not possible with the campaign!"));
return;
}
// Notify all human players that we are trying to enable autogame
for (int i = 0; i < MAX_PLAYERS; i++)
{
if(NetPlay.players[i].allocated)
{
sendGift(AUTOGAME_GIFT, i);
}
}
CONPRINTF(ConsoleString, (ConsoleString, "autogame request has been sent to all players. AI script *must* support this command!"));
}
void kf_ToggleMissionTimer( void )
{
addConsoleMessage(_("Warning! This cheat is buggy. We recommend to NOT use it."), DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
setMissionCheatTime(!mission.cheatTime);
}
void kf_ToggleShowGateways(void)
{
addConsoleMessage("Gateways toggled.", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
showGateways = !showGateways;
}
void kf_ToggleShowPath(void)
{
addConsoleMessage("Path display toggled.", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
showPath = !showPath;
}
// --------------------------------------------------------------------------
void kf_ToggleRadarJump( void )
{
setRadarJump(!getRadarJumpStatus());
}
// --------------------------------------------------------------------------
void kf_ForceDesync(void)
{
syncDebug("Oh no!!! I went out of sync!!!");
}
void kf_PowerInfo( void )
{
int i;
for (i = 0; i < game.maxPlayers; i++)
{
console("Player %d: %d power", i, (int)getPower(i));
}
}
void kf_DamageMe(void)
{
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
for(DROID *psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
{
if (psDroid->selected)
{
int val = psDroid->body - ((psDroid->originalBody / 100) *20);
if (val > 0)
{
psDroid->body = val;
addConsoleMessage(_("Ouch! Droid's health is down 20%!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
else
{
psDroid->body = 0;
}
}
}
for(STRUCTURE *psStruct = apsStructLists[selectedPlayer]; psStruct; psStruct = psStruct->psNext)
{
if (psStruct->selected)
{
int val = psStruct->body - ((structureBody(psStruct) / 100) *20);
if (val > 0)
{
psStruct->body = val;
addConsoleMessage(_("Ouch! Structure's health is down 20%!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
else
{
psStruct->body = 0;
}
}
}
}
void kf_TraceObject( void )
{
DROID *psCDroid, *psNDroid;
STRUCTURE *psCStruct, *psNStruct;
for(psCDroid = apsDroidLists[selectedPlayer]; psCDroid; psCDroid = psNDroid)
{
psNDroid = psCDroid->psNext;
if (psCDroid->selected)
{
objTraceEnable(psCDroid->id);
CONPRINTF(ConsoleString, (ConsoleString, "Tracing droid %d", (int)psCDroid->id));
return;
}
}
for(psCStruct = apsStructLists[selectedPlayer]; psCStruct; psCStruct = psNStruct)
{
psNStruct = psCStruct->psNext;
if (psCStruct->selected)
{
objTraceEnable(psCStruct->id);
CONPRINTF(ConsoleString, (ConsoleString, "Tracing structure %d", (int)psCStruct->id));
return;
}
}
objTraceDisable();
CONPRINTF(ConsoleString, (ConsoleString, "No longer tracing anything."));
}
//===================================================
void kf_ToggleSensorDisplay( void )
{
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
rangeOnScreen = !rangeOnScreen;
if (rangeOnScreen)
addConsoleMessage(_("Lets us see what you see!"), LEFT_JUSTIFY, SYSTEM_MESSAGE); //added this message... Yeah, its lame. :)
else
addConsoleMessage(_("Fine, weapon & sensor display is off!"), LEFT_JUSTIFY, SYSTEM_MESSAGE); //added this message... Yeah, its lame. :)
}
//===================================================
/* Halves all the heights of the map tiles */
void kf_HalveHeights( void )
{
UDWORD i,j;
MAPTILE *psTile;
for (i=0; i < mapWidth; i++)
{
for (j=0; j < mapHeight; j++)
{
psTile = mapTile(i,j);
psTile->height/=2;
}
}
}
// --------------------------------------------------------------------------
void kf_FaceNorth(void)
{
player.r.y = 0;
if(getWarCamStatus())
{
camToggleStatus();
}
}
// --------------------------------------------------------------------------
void kf_FaceSouth(void)
{
player.r.y = DEG(180);
if(getWarCamStatus())
{
camToggleStatus();
}
}
// --------------------------------------------------------------------------
void kf_FaceEast(void)
{
player.r.y = DEG(90);
if(getWarCamStatus())
{
camToggleStatus();
}
}
// --------------------------------------------------------------------------
void kf_FaceWest(void)
{
player.r.y = DEG(270);
if(getWarCamStatus())
{
camToggleStatus();
}
}
// --------------------------------------------------------------------------
/* Writes out debug info about all the selected droids */
void kf_DebugDroidInfo( void )
{
DROID *psDroid;
for(psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid=psDroid->psNext)
{
if (psDroid->selected)
{
printDroidInfo(psDroid);
}
}
}
void kf_CloneSelected( void )
{
DROID_TEMPLATE *sTemplate = NULL;
const int limit = 10; // make 10 clones
const char *msg;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
for (DROID *psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid=psDroid->psNext)
{
if (psDroid->selected)
{
for (DROID_TEMPLATE *psTempl = apsDroidTemplates[selectedPlayer]; psTempl; psTempl = psTempl->psNext)
{
if (psTempl->name.compare(psDroid->aName) == 0)
{
sTemplate = psTempl;
break;
}
}
if (!sTemplate)
{
debug(LOG_ERROR, "Cloning vat has been destoryed. We can't find the template for this droid: %s, id:%u, type:%d!", psDroid->aName, psDroid->id, psDroid->droidType);
return;
}
// create a new droid army
for (int i = 0; i < limit; i++)
{
DROID *psNewDroid = buildDroid(sTemplate, psDroid->pos.x + (i*12), psDroid->pos.y + (i*14), psDroid->player, false, NULL);
if (psNewDroid)
{
addDroid(psNewDroid, apsDroidLists);
psScrCBNewDroid = psNewDroid;
psScrCBNewDroidFact = NULL;
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_NEWDROID); // notify scripts so it will get assigned jobs
psScrCBNewDroid = NULL;
triggerEventDroidBuilt(psNewDroid, NULL);
}
else
{
debug(LOG_ERROR, "Cloning has failed for template:%s id:%d", getID(sTemplate), sTemplate->multiPlayerID);
}
}
sasprintf((char**)&msg, _("Player %u is cheating a new droid army of: %s."), selectedPlayer, psDroid->aName);
sendTextMessage(msg, true);
Cheated = true;
audio_PlayTrack(ID_SOUND_NEXUS_LAUGH1);
return;
}
debug(LOG_INFO, "Nothing was selected?");
}
}
// --------------------------------------------------------------------------
//
///* Prints out the date and time of the build of the game */
void kf_BuildInfo( void )
{
CONPRINTF(ConsoleString,(ConsoleString,"Built at %s on %s",__TIME__,__DATE__));
}
// --------------------------------------------------------------------------
void kf_ToggleConsoleDrop( void )
{
if(!bInTutorial)
{
toggleConsoleDrop();
}
}
// --------------------------------------------------------------------------
void kf_SetKillerLevel( void )
{
const char* cmsg;
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
setDifficultyLevel(DL_KILLER);
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, _("Hard as nails!!!"));
sendTextMessage(cmsg, true);
}
// --------------------------------------------------------------------------
void kf_SetEasyLevel( void )
{
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
setDifficultyLevel(DL_EASY);
addConsoleMessage(_("Takings thing easy!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
void kf_UpThePower( void )
{
const char* cmsg;
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
addPower(selectedPlayer, 1000);
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, _("1000 big ones!!!"));
sendTextMessage(cmsg, true);
}
// --------------------------------------------------------------------------
void kf_MaxPower( void )
{
const char* cmsg;
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
setPower(selectedPlayer, 100000);
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, _("Power overwhelming"));
sendTextMessage(cmsg, true);
}
// --------------------------------------------------------------------------
void kf_SetNormalLevel( void )
{
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
setDifficultyLevel(DL_NORMAL);
addConsoleMessage(_("Back to normality!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
void kf_SetHardLevel( void )
{
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
setDifficultyLevel(DL_HARD);
addConsoleMessage(_("Getting tricky!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
void kf_SetToughUnitsLevel( void )
{
const char* cmsg;
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
setDifficultyLevel(DL_TOUGH);
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, _("Twice as nice!"));
sendTextMessage(cmsg, true);
}
// --------------------------------------------------------------------------
void kf_ToggleFPS(void) //This shows *just FPS* and is always visable (when active) -Q.
{
// Toggle the boolean value of showFPS
showFPS = !showFPS;
if (showFPS)
{
CONPRINTF(ConsoleString, (ConsoleString, _("FPS display is enabled.")));
}
else
{
CONPRINTF(ConsoleString, (ConsoleString, _("FPS display is disabled.")));
}
}
void kf_ToggleSamples(void) //Displays number of sound sample in the sound queues & lists.
{
// Toggle the boolean value of showSAMPLES
showSAMPLES = !showSAMPLES;
CONPRINTF(ConsoleString, (ConsoleString, "Sound Samples displayed is %s", showSAMPLES ? "Enabled" : "Disabled"));
}
void kf_ToggleOrders(void) // Displays orders & action of currently selected unit.
{
// Toggle the boolean value of showORDERS
showORDERS = !showORDERS;
CONPRINTF(ConsoleString, (ConsoleString, "Unit Order/Action displayed is %s", showORDERS ? "Enabled" : "Disabled"));
}
void kf_ToggleLevelName(void) // toggles level name
{
showLevelName = !showLevelName;
}
/* Writes out the frame rate */
void kf_FrameRate( void )
{
CONPRINTF(ConsoleString,(ConsoleString, "FPS %d; PIEs %d; polys %d; States %d",
frameRate(), loopPieCount, loopPolyCount, loopStateChanges));
if (runningMultiplayer())
{
CONPRINTF(ConsoleString, (ConsoleString, "NETWORK: Bytes: s-%d r-%d Uncompressed Bytes: s-%d r-%d Packets: s-%d r-%d",
NETgetStatistic(NetStatisticRawBytes, true),
NETgetStatistic(NetStatisticRawBytes, false),
NETgetStatistic(NetStatisticUncompressedBytes, true),
NETgetStatistic(NetStatisticUncompressedBytes, false),
NETgetStatistic(NetStatisticPackets, true),
NETgetStatistic(NetStatisticPackets, false)));
}
gameStats = !gameStats;
CONPRINTF(ConsoleString, (ConsoleString,"Built at %s on %s",__TIME__,__DATE__));
}
// --------------------------------------------------------------------------
// display the total number of objects in the world
void kf_ShowNumObjects( void )
{
int droids, structures, features;
const char* cmsg;
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
objCount(&droids, &structures, &features);
sasprintf((char**)&cmsg, _("(Player %u) is using a cheat :Num Droids: %d Num Structures: %d Num Features: %d"),
selectedPlayer, droids, structures, features);
sendTextMessage(cmsg, true);
}
// --------------------------------------------------------------------------
/* Toggles radar on off */
void kf_ToggleRadar( void )
{
radarOnScreen = !radarOnScreen;
}
// --------------------------------------------------------------------------
/* Toggles infinite power on/off */
void kf_TogglePower( void )
{
const char* cmsg;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
powerCalculated = !powerCalculated;
if (powerCalculated)
{
powerCalc(true);
}
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, powerCalculated ? _("Infinite power disabled"): _("Infinite power enabled") );
sendTextMessage(cmsg, true);
}
// --------------------------------------------------------------------------
/* Recalculates the lighting values for a tile */
void kf_RecalcLighting( void )
{
initLighting(0, 0, mapWidth, mapHeight);
addConsoleMessage("Lighting values for all tiles recalculated",DEFAULT_JUSTIFY,SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
/* Sends the screen buffer to disk */
void kf_ScreenDump( void )
{
//CONPRINTF(ConsoleString,(ConsoleString,"Screen dump written to working directory : %s", screenDumpToDisk()));
screenDumpToDisk(ScreenDumpPath);
}
// --------------------------------------------------------------------------
/* Make all functions available */
void kf_AllAvailable( void )
{
const char* cmsg;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
makeAllAvailable();
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, _("All items made available"));
sendTextMessage(cmsg, true);
}
// --------------------------------------------------------------------------
/* Flips the cut of a tile */
void kf_TriFlip( void )
{
MAPTILE *psTile;
psTile = mapTile(mouseTileX,mouseTileY);
TOGGLE_TRIFLIP(psTile);
// addConsoleMessage("Triangle flip status toggled",DEFAULT_JUSTIFY,SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
/* Debug info about a map tile */
void kf_TileInfo(void)
{
MAPTILE *psTile = mapTile(mouseTileX, mouseTileY);
debug(LOG_ERROR, "Tile position=(%d, %d) Terrain=%d Texture=%u Height=%d Illumination=%u",
mouseTileX, mouseTileY, (int)terrainType(psTile), TileNumber_tile(psTile->texture), psTile->height,
psTile->illumination);
addConsoleMessage("Tile info dumped into log", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
void kf_ToggleBackgroundFog( void )
{
static bool bEnabled = true;//start in nicks mode
if (bEnabled)//true, so go to false
{
bEnabled = false;
fogStatus &= FOG_FLAGS-FOG_BACKGROUND;//clear lowest bit of 3
if (fogStatus == 0)
{
pie_SetFogStatus(false);
pie_EnableFog(false);
}
}
else
{
bEnabled = true;
if (fogStatus == 0)
{
pie_EnableFog(true);
}
fogStatus |= FOG_BACKGROUND;//set lowest bit of 3
}
}
extern void kf_ToggleDistanceFog( void )
{
static bool bEnabled = true;//start in nicks mode
if (bEnabled)//true, so go to false
{
bEnabled = false;
fogStatus &= FOG_FLAGS-FOG_DISTANCE;//clear middle bit of 3
if (fogStatus == 0)
{
pie_SetFogStatus(false);
pie_EnableFog(false);
}
}
else
{
bEnabled = true;
if (fogStatus == 0)
{
pie_EnableFog(true);
}
fogStatus |= FOG_DISTANCE;//set lowest bit of 3
}
}
/* Toggles fog on/off */
void kf_ToggleFog( void )
{
static bool fogEnabled = false;
const char* cmsg;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
if (fogEnabled)
{
fogEnabled = false;
pie_SetFogStatus(false);
pie_EnableFog(fogEnabled);
}
else
{
fogEnabled = true;
pie_EnableFog(fogEnabled);
}
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, fogEnabled ? _("Fog on") : _("Fog off") );
sendTextMessage(cmsg, true);
}
// --------------------------------------------------------------------------
void kf_ToggleWidgets( void )
{
if(getWidgetsStatus())
{
setWidgetsStatus(false);
}
else
{
setWidgetsStatus(true);
}
// addConsoleMessage("Widgets display toggled",DEFAULT_JUSTIFY,SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
/* Toggle camera on/off */
void kf_ToggleCamera( void )
{
if(getWarCamStatus() == false)
{
shakeStop(); // Ensure screen shake stopped before starting camera mode.
setDrivingStatus(false);
}
camToggleStatus();
}
void kf_RevealMapAtPos()
{
addSpotter(mouseTileX, mouseTileY, selectedPlayer, 1024, 0, gameTime + 2000);
}
// --------------------------------------------------------------------------
void kf_MapCheck(void)
{
DROID *psDroid;
STRUCTURE *psStruct;
FLAG_POSITION *psCurrFlag;
for (psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
{
psDroid->pos.z = map_Height(psDroid->pos.x, psDroid->pos.y);
}
for (psStruct = apsStructLists[selectedPlayer]; psStruct; psStruct = psStruct->psNext)
{
alignStructure(psStruct);
}
for (psCurrFlag = apsFlagPosLists[selectedPlayer]; psCurrFlag; psCurrFlag = psCurrFlag->psNext)
{
psCurrFlag->coords.z = map_Height(psCurrFlag->coords.x, psCurrFlag->coords.y) + ASSEMBLY_POINT_Z_PADDING;
}
}
/* Raises the tile under the mouse */
void kf_RaiseTile( void )
{
if (runningMultiplayer())
{
return; // Don't desynch if pressing 'W'...
}
raiseTile(mouseTileX, mouseTileY);
}
// --------------------------------------------------------------------------
/* Lowers the tile under the mouse */
void kf_LowerTile( void )
{
if (runningMultiplayer())
{
return; // Don't desynch if pressing 'A'...
}
lowerTile(mouseTileX, mouseTileY);
}
// --------------------------------------------------------------------------
/* Quick game exit */
void kf_SystemClose( void )
{
}
// --------------------------------------------------------------------------
/* Zooms out from display */
void kf_ZoomOut( void )
{
if (getDebugMappingStatus())
{
setViewDistance(getViewDistance() + realTimeAdjustedIncrement(MAP_ZOOM_RATE));
}
else
{
setViewDistance(std::min<int>(getViewDistance() + realTimeAdjustedIncrement(MAP_ZOOM_RATE), MAXDISTANCE));
}
UpdateFogDistance(getViewDistance());
}
void kf_ZoomOutStep(void)
{
if (getDebugMappingStatus())
{
setViewDistance(getViewDistance() + MAP_ZOOM_RATE / 3);
}
else
{
setViewDistance(std::min<int>(getViewDistance() + MAP_ZOOM_RATE / 3, MAXDISTANCE));
}
UpdateFogDistance(getViewDistance());
}
// --------------------------------------------------------------------------
void kf_RadarZoomIn( void )
{
uint8_t RadarZoomLevel = GetRadarZoom();
if(RadarZoomLevel < MAX_RADARZOOM)
{
RadarZoomLevel += RADARZOOM_STEP;
SetRadarZoom(RadarZoomLevel);
audio_PlayTrack( ID_SOUND_BUTTON_CLICK_5 );
}
}
// --------------------------------------------------------------------------
void kf_RadarZoomOut( void )
{
uint8_t RadarZoomLevel = GetRadarZoom();
if (RadarZoomLevel > MIN_RADARZOOM)
{
RadarZoomLevel -= RADARZOOM_STEP;
SetRadarZoom(RadarZoomLevel);
audio_PlayTrack( ID_SOUND_BUTTON_CLICK_5 );
}
}
// --------------------------------------------------------------------------
// --------------------------------------------------------------------------
/* Zooms in the map */
void kf_ZoomIn( void )
{
if (getDebugMappingStatus())
{
setViewDistance(getViewDistance() - realTimeAdjustedIncrement(MAP_ZOOM_RATE));
}
else
{
setViewDistance(std::max<int>(getViewDistance() - realTimeAdjustedIncrement(MAP_ZOOM_RATE), MINDISTANCE));
}
UpdateFogDistance(getViewDistance());
}
void kf_ZoomInStep(void)
{
if (getDebugMappingStatus())
{
setViewDistance(getViewDistance() - MAP_ZOOM_RATE / 3);
}
else
{
setViewDistance(std::max<int>(getViewDistance() - MAP_ZOOM_RATE / 3, MINDISTANCE));
}
UpdateFogDistance(getViewDistance());
}
// --------------------------------------------------------------------------
void kf_MaxScrollLimits( void )
{
scrollMinX = scrollMinY = 0;
scrollMaxX = mapWidth;
scrollMaxY = mapHeight;
}
// --------------------------------------------------------------------------
// Shrink the screen down
/*
void kf_ShrinkScreen( void )
{
// nearest multiple of 8 plus 1
if (xOffset<73)
{
xOffset+=8;
distance+=170;
if (yOffset<200)
{
yOffset+=8;
}
}
}
*/
// --------------------------------------------------------------------------
// Expand the screen
/*
void kf_ExpandScreen( void )
{
if(xOffset)
{
if (distance>MAXDISTANCE)
{
distance-=170;
}
xOffset-=8;
if(yOffset)
{
yOffset-=8;
}
}
}
*/
// --------------------------------------------------------------------------
/* Spins the world round left */
void kf_RotateLeft( void )
{
float rotAmount = realTimeAdjustedIncrement(MAP_SPIN_RATE);
player.r.y += rotAmount;
}
// --------------------------------------------------------------------------
/* Spins the world right */
void kf_RotateRight( void )
{
float rotAmount = realTimeAdjustedIncrement(MAP_SPIN_RATE);
player.r.y -= rotAmount;
if (player.r.y < 0)
{
player.r.y += DEG(360);
}
}
// --------------------------------------------------------------------------
/* Pitches camera back */
void kf_PitchBack( void )
{
float pitchAmount = realTimeAdjustedIncrement(MAP_PITCH_RATE);
player.r.x += pitchAmount;
if(player.r.x>DEG(360+MAX_PLAYER_X_ANGLE))
{
player.r.x = DEG(360+MAX_PLAYER_X_ANGLE);
}
setDesiredPitch(player.r.x/DEG_1);
}
// --------------------------------------------------------------------------
/* Pitches camera foward */
void kf_PitchForward( void )
{
float pitchAmount = realTimeAdjustedIncrement(MAP_PITCH_RATE);
player.r.x -= pitchAmount;
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);
}
// --------------------------------------------------------------------------
/* Resets pitch to default */
void kf_ResetPitch( void )
{
player.r.x = DEG(360-20);
setViewDistance(START_DISTANCE);
}
// --------------------------------------------------------------------------
/* Dumps all the keyboard mappings to the console display */
void kf_ShowMappings( void )
{
keyShowMappings();
}
// --------------------------------------------------------------------------
/*If this is performed twice then it changes the productionPlayer*/
void kf_SelectPlayer( void )
{
UDWORD playerNumber, prevPlayer;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP
// cheating which could even result in undefined behaviour)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
//store the current player
prevPlayer = selectedPlayer;
playerNumber = (getLastSubKey()-KEY_F1);
if(playerNumber >= 10)
{
selectedPlayer = 0;
}
else
{
selectedPlayer = playerNumber;
}
realSelectedPlayer = selectedPlayer;
// godMode = true;
if (prevPlayer == selectedPlayer)
{
changeProductionPlayer((UBYTE)selectedPlayer);
}
}
// --------------------------------------------------------------------------
/* Selects the player's groups 1..9 */
void kf_SelectGrouping( UDWORD groupNumber)
{
bool bAlreadySelected;
DROID *psDroid;
bool Selected;
bAlreadySelected = false;
for(psDroid = apsDroidLists[selectedPlayer]; psDroid!=NULL; psDroid = psDroid->psNext)
{
/* Wipe out the ones in the wrong group */
if(psDroid->selected && psDroid->group!=groupNumber)
{
psDroid->selected = false;
}
/* Get the right ones */
if(psDroid->group == groupNumber)
{
if(psDroid->selected)
{
bAlreadySelected = true;
}
}
}
if(bAlreadySelected)
{
Selected = activateGroupAndMove(selectedPlayer,groupNumber);
}
else
{
Selected = activateGroup(selectedPlayer,groupNumber);
}
// Tell the driving system that the selection may have changed.
driveSelectionChanged();
/* play group audio but only if they wern't already selected - AM */
if ( Selected && !bAlreadySelected)
{
audio_QueueTrack( ID_SOUND_GROUP_0+groupNumber );
audio_QueueTrack( ID_SOUND_REPORTING );
audio_QueueTrack( ID_SOUND_RADIOCLICK_1+(rand()%6) );
}
triggerEventSelected();
}
// --------------------------------------------------------------------------
#define DEFINE_NUMED_KF(x) \
void kf_SelectGrouping_##x( void ) { \
kf_SelectGrouping(x); \
} \
void kf_AssignGrouping_##x( void ) { \
assignDroidsToGroup(selectedPlayer, x); \
} \
void kf_SelectCommander_##x( void ) { \
selCommander(x); \
}
DEFINE_NUMED_KF(0)
DEFINE_NUMED_KF(1)
DEFINE_NUMED_KF(2)
DEFINE_NUMED_KF(3)
DEFINE_NUMED_KF(4)
DEFINE_NUMED_KF(5)
DEFINE_NUMED_KF(6)
DEFINE_NUMED_KF(7)
DEFINE_NUMED_KF(8)
DEFINE_NUMED_KF(9)
// --------------------------------------------------------------------------
void kf_SelectMoveGrouping( void )
{
UDWORD groupNumber;
groupNumber = (getLastSubKey()-KEY_1) + 1;
activateGroupAndMove(selectedPlayer,groupNumber);
}
// --------------------------------------------------------------------------
void kf_ToggleDroidInfo( void )
{
camToggleInfo();
}
// --------------------------------------------------------------------------
void kf_addInGameOptions( void )
{
setWidgetsStatus(true);
if (!isInGamePopupUp) // they can *only* quit when popup is up.
{
intAddInGameOptions();
}
}
// --------------------------------------------------------------------------
/* Tell the scripts to start a mission*/
void kf_AddMissionOffWorld( void )
{
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_MISSION_START);
}
// --------------------------------------------------------------------------
/* Tell the scripts to end a mission*/
void kf_EndMissionOffWorld( void )
{
const char* cmsg;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
sasprintf((char**)&cmsg, _("Warning! This cheat can cause dire problems later on! [%s]"), _("Ending Mission."));
sendTextMessage(cmsg, true);
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_MISSION_END);
}
// --------------------------------------------------------------------------
// Display multiplayer guff.
void kf_addMultiMenu(void)
{
if (bMultiPlayer)
{
intAddMultiMenu();
}
}
// --------------------------------------------------------------------------
// start/stop capturing audio for multiplayer
void kf_multiAudioStart(void)
{
}
void kf_multiAudioStop(void)
{
}
// --------------------------------------------------------------------------
void kf_JumpToMapMarker( void )
{
KEY_CODE entry;
if(!getRadarTrackingStatus())
{
entry = getLastSubKey();
// CONPRINTF(ConsoleString,(ConsoleString,"Restoring map position %d:%d",getMarkerX(entry),getMarkerY(entry)));
player.p.x = getMarkerX(entry);
player.p.z = getMarkerY(entry);
player.r.y = getMarkerSpin(entry);
/* A fix to stop the camera continuing when marker code is called */
if(getWarCamStatus())
{
camToggleStatus();
}
}
}
// --------------------------------------------------------------------------
/* Toggles the power bar display on and off*/
void kf_TogglePowerBar( void )
{
togglePowerBar();
}
// --------------------------------------------------------------------------
/* Toggles whether we process debug key mappings */
void kf_ToggleDebugMappings( void )
{
sendProcessDebugMappings(!getWantedDebugMappingStatus(selectedPlayer));
}
// --------------------------------------------------------------------------
void kf_ToggleGodMode( void )
{
const char* cmsg;
static bool pastReveal = true;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
if(godMode)
{
FEATURE *psFeat = apsFeatureLists[0];
int player;
godMode = false;
setRevealStatus(pastReveal);
// now hide the features
while (psFeat)
{
psFeat->visible[selectedPlayer] = 0;
psFeat = psFeat->psNext;
}
// and the structures
for (player = 0; player < MAX_PLAYERS; ++player)
{
if (player != selectedPlayer)
{
STRUCTURE* psStruct = apsStructLists[player];
while (psStruct)
{
psStruct->visible[selectedPlayer] = 0;
psStruct = psStruct->psNext;
}
}
}
// remove all proximity messages
releaseAllProxDisp();
}
else
{
godMode = true; // view all structures and droids
revealAll(selectedPlayer);
pastReveal = getRevealStatus();
setRevealStatus(true); // view the entire map
}
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, godMode ? _("God Mode ON") : _("God Mode OFF"));
sendTextMessage(cmsg, true);
}
// --------------------------------------------------------------------------
/* Aligns the view to north - some people can't handle the world spinning */
void kf_SeekNorth( void )
{
player.r.y = 0;
if(getWarCamStatus())
{
camToggleStatus();
}
CONPRINTF(ConsoleString,(ConsoleString,_("View Aligned to North")));
}
void kf_toggleTrapCursor(void)
{
const char *msg;
bool trap = !war_GetTrapCursor();
war_SetTrapCursor(trap);
(trap? wzGrabMouse : wzReleaseMouse)();
sasprintf((char**)&msg, _("Trap cursor %s"), trap ? "ON" : "OFF");
addConsoleMessage(msg, DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
void kf_TogglePauseMode( void )
{
// Bail out if we're running a _true_ multiplayer game (which cannot be paused)
if (runningMultiplayer())
{
return;
}
/* Is the game running? */
if(gamePaused() == false)
{
/* Then pause it */
setGamePauseStatus(true);
setConsolePause(true);
setScriptPause(true);
setAudioPause(true);
// If cursor trapping is enabled allow the cursor to leave the window
if (war_GetTrapCursor())
{
wzReleaseMouse();
}
/* And stop the clock */
gameTimeStop();
addConsoleMessage(_("PAUSED"),CENTRE_JUSTIFY, SYSTEM_MESSAGE);
}
else
{
/* Else get it going again */
setGamePauseStatus(false);
setConsolePause(false);
setScriptPause(false);
setAudioPause(false);
// Re-enable cursor trapping if it is enabled
if (war_GetTrapCursor())
{
wzGrabMouse();
}
/* And start the clock again */
gameTimeStart();
}
}
// --------------------------------------------------------------------------
// finish all the research for the selected player
void kf_FinishAllResearch(void)
{
UDWORD j;
const char* cmsg;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
for (j = 0; j < asResearch.size(); j++)
{
if (IsResearchCompleted(&asPlayerResList[selectedPlayer][j]) == false)
{
if (bMultiMessages)
{
SendResearch(selectedPlayer, j, false);
// Wait for our message before doing anything.
}
else
{
MakeResearchCompleted(&asPlayerResList[selectedPlayer][j]);
researchResult(j, selectedPlayer, false, NULL, false);
}
}
}
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, _("Researched EVERYTHING for you!"));
sendTextMessage(cmsg, true);
}
void kf_Reload(void)
{
STRUCTURE *psCurr;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
for (psCurr=interfaceStructList(); psCurr; psCurr = psCurr->psNext)
{
if (isLasSat(psCurr->pStructureType) && psCurr->selected)
{
unsigned int firePause = weaponFirePause(&asWeaponStats[psCurr->asWeaps[0].nStat], psCurr->player);
psCurr->asWeaps[0].lastFired -= firePause;
console("Selected buildings instantly recharged!");
}
}
}
// --------------------------------------------------------------------------
// finish all the research for the selected player
void kf_FinishResearch( void )
{
STRUCTURE *psCurr;
const char* cmsg;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
for (psCurr=interfaceStructList(); psCurr; psCurr = psCurr->psNext)
{
if (psCurr->pStructureType->type == REF_RESEARCH)
{
BASE_STATS *pSubject = NULL;
// find out what we are researching here
pSubject = ((RESEARCH_FACILITY *)psCurr->pFunctionality)->psSubject;
if (pSubject)
{
int rindex = ((RESEARCH*)pSubject)->index;
if (bMultiMessages)
{
SendResearch(selectedPlayer, rindex, true);
// Wait for our message before doing anything.
}
else
{
researchResult(rindex, selectedPlayer, true, psCurr, true);
}
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s %s"), selectedPlayer, _("Researched"), getName(pSubject));
sendTextMessage(cmsg, true);
intResearchFinished(psCurr);
}
}
}
}
// --------------------------------------------------------------------------
//void kf_ToggleRadarAllign( void )
//{
// toggleRadarAllignment();
// addConsoleMessage("Radar allignment toggled",LEFT_JUSTIFY, SYSTEM_MESSAGE);
//}
// --------------------------------------------------------------------------
void kf_ToggleEnergyBars( void )
{
switch (toggleEnergyBars())
{
case BAR_SELECTED:
addConsoleMessage(_("Only displaying energy bars when selected"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
break;
case BAR_DROIDS:
addConsoleMessage(_("Always displaying energy bars for units"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
break;
case BAR_DROIDS_AND_STRUCTURES:
addConsoleMessage(_("Always displaying energy bars for units and structures"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
break;
default:
ASSERT(false, "Bad energy bar status");
}
}
// --------------------------------------------------------------------------
void kf_ChooseOptions( void )
{
const char* cmsg;
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, _("Debug menu is Open") );
sendTextMessage(cmsg, true);
intResetScreen(true);
setWidgetsStatus(true);
intAddOptions();
}
// --------------------------------------------------------------------------
void kf_ToggleProximitys( void )
{
setProximityDraw(!doWeDrawProximitys());
}
// --------------------------------------------------------------------------
void kf_JumpToResourceExtractor( void )
{
int xJump, yJump;
if (psOldRE && (STRUCTURE *)psOldRE->psNextFunc)
{
psOldRE = psOldRE->psNextFunc;
}
else
{
psOldRE = apsExtractorLists[selectedPlayer];
}
if (psOldRE)
{
xJump = psOldRE->pos.x;
yJump = psOldRE->pos.y;
player.p.x = xJump;
player.p.z = yJump;
player.r.y = 0; // face north
setViewPos(map_coord(psOldRE->pos.x), map_coord(psOldRE->pos.y), true);
}
else
{
addConsoleMessage(_("Unable to locate any oil derricks!"),LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
}
// --------------------------------------------------------------------------
void kf_JumpToRepairUnits( void )
{
selNextSpecifiedUnit( DROID_REPAIR );
}
// --------------------------------------------------------------------------
// --------------------------------------------------------------------------
void kf_JumpToConstructorUnits( void )
{
selNextSpecifiedUnit( DROID_CONSTRUCT );
}
// --------------------------------------------------------------------------
// --------------------------------------------------------------------------
void kf_JumpToSensorUnits( void )
{
selNextSpecifiedUnit( DROID_SENSOR );
}
// --------------------------------------------------------------------------
// --------------------------------------------------------------------------
void kf_JumpToCommandUnits( void )
{
selNextSpecifiedUnit( DROID_COMMAND );
}
// --------------------------------------------------------------------------
// --------------------------------------------------------------------------
void kf_JumpToUnassignedUnits( void )
{
selNextUnassignedUnit();
}
// --------------------------------------------------------------------------
void kf_ToggleOverlays( void )
{
/* Make sure they're both the same */
/* Flip their states */
// radarOnScreen = !radarOnScreen;
if(getWidgetsStatus())
{
setWidgetsStatus(false);
}
else
{
setWidgetsStatus(true);
}
}
void kf_SensorDisplayOn( void )
{
// Now a placeholder for future stuff
}
void kf_SensorDisplayOff( void )
{
// Now a placeholder for future stuff
}
// --------------------------------------------------------------------------
/*
#define IDRET_OPTIONS 2 // option button
#define IDRET_BUILD 3 // build button
#define IDRET_MANUFACTURE 4 // manufacture button
#define IDRET_RESEARCH 5 // research button
#define IDRET_INTEL_MAP 6 // intelligence map button
#define IDRET_DESIGN 7 // design droids button
#define IDRET_CANCEL 8 // central cancel button
*/
// --------------------------------------------------------------------------
void kf_ChooseCommand( void )
{
if (intCheckReticuleButEnabled(IDRET_COMMAND))
{
setKeyButtonMapping(IDRET_COMMAND);
}
}
// --------------------------------------------------------------------------
void kf_ChooseManufacture( void )
{
if (intCheckReticuleButEnabled(IDRET_MANUFACTURE))
{
setKeyButtonMapping(IDRET_MANUFACTURE);
}
}
// --------------------------------------------------------------------------
void kf_ChooseResearch( void )
{
if (intCheckReticuleButEnabled(IDRET_RESEARCH))
{
setKeyButtonMapping(IDRET_RESEARCH);
}
}
// --------------------------------------------------------------------------
void kf_ChooseBuild( void )
{
if (intCheckReticuleButEnabled(IDRET_BUILD))
{
setKeyButtonMapping(IDRET_BUILD);
}
}
// --------------------------------------------------------------------------
void kf_ChooseDesign( void )
{
if (intCheckReticuleButEnabled(IDRET_DESIGN))
{
setKeyButtonMapping(IDRET_DESIGN);
}
}
// --------------------------------------------------------------------------
void kf_ChooseIntelligence( void )
{
if (intCheckReticuleButEnabled(IDRET_INTEL_MAP))
{
setKeyButtonMapping(IDRET_INTEL_MAP);
}
}
// --------------------------------------------------------------------------
void kf_ChooseCancel( void )
{
setKeyButtonMapping(IDRET_CANCEL);
}
// --------------------------------------------------------------------------
void kf_ToggleDrivingMode( void )
{
addConsoleMessage("Toggle driver mode", LEFT_JUSTIFY, SYSTEM_MESSAGE); // what does this do? - per
/* No point unless we're tracking */
if(getWarCamStatus())
{
if(getDrivingStatus())
{
StopDriverMode();
addConsoleMessage("DriverMode off", LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
else
{ // removed the MP check for this, so you can now play with in in MP games.
if (!driveModeActive())
{
StartDriverMode( NULL );
addConsoleMessage("DriverMode on", LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
}
}
else
{
addConsoleMessage("DriverMode disabled. Must be in tracking mode. Hit space bar with a unit selected.", LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
}
// --------------------------------------------------------------------------
void kf_MovePause( void )
{
if(!bMultiPlayer) // can't do it in multiplay
{
if(!bMovePause)
{
/* Then pause it */
setGamePauseStatus(true);
setConsolePause(true);
setScriptPause(true);
setAudioPause(true);
/* And stop the clock */
gameTimeStop();
setWidgetsStatus(false);
radarOnScreen = false;
bMovePause = true;
}
else
{
setWidgetsStatus(true);
radarOnScreen = true;
/* Else get it going again */
setGamePauseStatus(false);
setConsolePause(false);
setScriptPause(false);
setAudioPause(false);
/* And start the clock again */
gameTimeStart();
bMovePause = false;
}
}
}
// --------------------------------------------------------------------------
void kf_MoveToLastMessagePos( void )
{
int iX, iY, iZ;
if (!audio_GetPreviousQueueTrackPos( &iX, &iY, &iZ ))
{
return;
}
if (iX != 0 && iY != 0)
{
setViewPos(map_coord(iX), map_coord(iY), true);
}
}
// --------------------------------------------------------------------------
/* Makes it snow if it's not snowing and stops it if it is */
void kf_ToggleWeather( void )
{
if(atmosGetWeatherType() == WT_NONE)
{
atmosSetWeatherType(WT_SNOWING);
addConsoleMessage(_("Oh, the weather outside is frightful... SNOW"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
else if(atmosGetWeatherType() == WT_SNOWING)
{
atmosSetWeatherType(WT_RAINING);
addConsoleMessage(_("Singing in the rain, I'm singing in the rain... RAIN"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
else
{
atmosInitSystem();
atmosSetWeatherType(WT_NONE);
addConsoleMessage(_("Forecast : Clear skies for all areas... NO WEATHER"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
}
// --------------------------------------------------------------------------
void kf_SelectNextFactory(void)
{
STRUCTURE *psCurr;
selNextSpecifiedBuilding(REF_FACTORY);
//deselect factories of other types
for(psCurr = apsStructLists[selectedPlayer]; psCurr; psCurr = psCurr->psNext)
{
if( psCurr->selected &&
( (psCurr->pStructureType->type == REF_CYBORG_FACTORY) ||
(psCurr->pStructureType->type == REF_VTOL_FACTORY) ) )
{
psCurr->selected = false;
}
}
if (intCheckReticuleButEnabled(IDRET_MANUFACTURE))
{
setKeyButtonMapping(IDRET_MANUFACTURE);
}
triggerEventSelected();
}
// --------------------------------------------------------------------------
void kf_SelectNextResearch(void)
{
selNextSpecifiedBuilding(REF_RESEARCH);
if (intCheckReticuleButEnabled(IDRET_RESEARCH))
{
setKeyButtonMapping(IDRET_RESEARCH);
}
triggerEventSelected();
}
// --------------------------------------------------------------------------
void kf_SelectNextPowerStation(void)
{
selNextSpecifiedBuilding(REF_POWER_GEN);
triggerEventSelected();
}
// --------------------------------------------------------------------------
void kf_SelectNextCyborgFactory(void)
{
STRUCTURE *psCurr;
selNextSpecifiedBuilding(REF_CYBORG_FACTORY);
//deselect factories of other types
for(psCurr = apsStructLists[selectedPlayer]; psCurr; psCurr = psCurr->psNext)
{
if( psCurr->selected &&
( (psCurr->pStructureType->type == REF_FACTORY) ||
(psCurr->pStructureType->type == REF_VTOL_FACTORY) ) )
{
psCurr->selected = false;
}
}
if (intCheckReticuleButEnabled(IDRET_MANUFACTURE))
{
setKeyButtonMapping(IDRET_MANUFACTURE);
}
triggerEventSelected();
}
// --------------------------------------------------------------------------
void kf_KillEnemy( void )
{
UDWORD player;
DROID *psCDroid,*psNDroid;
STRUCTURE *psCStruct, *psNStruct;
const char* cmsg;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
debug(LOG_DEATH, "Destroying enemy droids and structures");
CONPRINTF(ConsoleString, (ConsoleString,
_("Warning! This can have drastic consequences if used incorrectly in missions.")));
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, _("All enemies destroyed by cheating!"));
sendTextMessage(cmsg, true);
Cheated = true;
for (player = 0; player < MAX_PLAYERS; player++)
{
if(player!=selectedPlayer)
{
// wipe out all the droids
for(psCDroid=apsDroidLists[player]; psCDroid; psCDroid=psNDroid)
{
psNDroid = psCDroid->psNext;
SendDestroyDroid(psCDroid);
}
// wipe out all their structures
for(psCStruct=apsStructLists[player]; psCStruct; psCStruct=psNStruct)
{
psNStruct = psCStruct->psNext;
SendDestroyStructure(psCStruct);
}
}
}
}
// kill all the selected objects
void kf_KillSelected(void)
{
DROID *psCDroid, *psNDroid;
STRUCTURE *psCStruct, *psNStruct;
const char* cmsg;
#ifndef DEBUG
// Bail out if we're running a _true_ multiplayer game (to prevent MP cheating)
if (runningMultiplayer())
{
noMPCheatMsg();
return;
}
#endif
sasprintf((char**)&cmsg, _("(Player %u) is using cheat :%s"),
selectedPlayer, _("Destroying selected droids and structures!"));
sendTextMessage(cmsg, true);
debug(LOG_DEATH, "Destroying selected droids and structures");
audio_PlayTrack(ID_SOUND_COLL_DIE);
Cheated = true;
for(psCDroid=apsDroidLists[selectedPlayer]; psCDroid; psCDroid=psNDroid)
{
psNDroid = psCDroid->psNext;
if (psCDroid->selected)
{
// removeDroid(psCDroid);
SendDestroyDroid(psCDroid);
}
}
for(psCStruct=apsStructLists[selectedPlayer]; psCStruct; psCStruct=psNStruct)
{
psNStruct = psCStruct->psNext;
if (psCStruct->selected)
{
SendDestroyStructure(psCStruct);
}
}
}
#if 0 // There's no gridDisplayCoverage anymore.
// --------------------------------------------------------------------------
// display the grid info for all the selected objects
void kf_ShowGridInfo(void)
{
DROID *psCDroid, *psNDroid;
STRUCTURE *psCStruct, *psNStruct;
for(psCDroid=apsDroidLists[selectedPlayer]; psCDroid; psCDroid=psNDroid)
{
psNDroid = psCDroid->psNext;
if (psCDroid->selected)
{
gridDisplayCoverage((BASE_OBJECT *)psCDroid);
}
}
for(psCStruct=apsStructLists[selectedPlayer]; psCStruct; psCStruct=psNStruct)
{
psNStruct = psCStruct->psNext;
if (psCStruct->selected)
{
gridDisplayCoverage((BASE_OBJECT *)psCStruct);
}
}
}
#endif
// --------------------------------------------------------------------------
// Chat message. NOTE THIS FUNCTION CAN DISABLE ALL OTHER KEYPRESSES
void kf_SendTextMessage(void)
{
UDWORD ch;
utf_32_char unicode;
if(bAllowOtherKeyPresses) // just starting.
{
bAllowOtherKeyPresses = false;
sstrcpy(sTextToSend, "");
sstrcpy(sCurrentConsoleText, ""); //for beacons
inputClearBuffer();
}
ch = inputGetKey(&unicode);
while (ch != 0) // in progress
{
// FIXME: Why are we using duplicate defines? INPBUF_CR == KEY_RETURN == SDLK_RETURN
// Kill if they hit return or keypad enter or it maxes out console or it's more than one line long
if ((ch == INPBUF_CR) || (ch == KEY_KPENTER) || (strlen(sTextToSend)>=MAX_CONSOLE_STRING_LENGTH-16) // Prefixes with ERROR: and terminates with '?'
|| iV_GetTextWidth(sTextToSend) > (pie_GetVideoBufferWidth()-64))// sendit
{
bAllowOtherKeyPresses = true;
// flushConsoleMessages();
sstrcpy(sCurrentConsoleText, ""); //reset beacon msg, since console is empty now
// don't send empty lines to other players
if(!strcmp(sTextToSend, ""))
return;
//console callback message
//--------------------------
ConsolePlayer = selectedPlayer;
sstrcpy(ConsoleMsg, sTextToSend);
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_CONSOLE);
sendTextMessage(sTextToSend,false);
attemptCheatCode(sTextToSend);
return;
}
else if(ch == INPBUF_BKSPACE ) // delete
{
if(sTextToSend[0] != '\0') // cant delete nothing!
{
size_t newlen = strlen(sTextToSend) - 1;
while(newlen > 0 && (sTextToSend[newlen]&0xC0) == 0x80)
--newlen; // Don't delete half a unicode character.
sTextToSend[newlen]= '\0';
sstrcpy(sCurrentConsoleText, sTextToSend); //beacons
}
}
else if(ch == INPBUF_ESC) //abort.
{
bAllowOtherKeyPresses = true;
sstrcpy(sCurrentConsoleText, "");
// flushConsoleMessages();
return;
}
else // display
{
const utf_32_char input_char[2] = { unicode, '\0' };
char *utf = UTF32toUTF8(input_char, NULL);
sstrcat(sTextToSend, utf);
free(utf);
sstrcpy(sCurrentConsoleText, sTextToSend);
}
ch = inputGetKey(&unicode);
}
// macro store stuff
if (keyPressed(KEY_F1))
{
if(keyDown(KEY_LCTRL))
{
sstrcpy(ingame.phrases[0], sTextToSend);
}
else
{
sstrcpy(sTextToSend, ingame.phrases[0]);
bAllowOtherKeyPresses = true;
// flushConsoleMessages();
sendTextMessage(sTextToSend,false);
return;
}
}
if (keyPressed(KEY_F2))
{
if(keyDown(KEY_LCTRL))
{
sstrcpy(ingame.phrases[1], sTextToSend);
}
else
{
sstrcpy(sTextToSend, ingame.phrases[1]);
bAllowOtherKeyPresses = true;
// flushConsoleMessages();
sendTextMessage(sTextToSend,false);
return;
}
}
if (keyPressed(KEY_F3))
{
if(keyDown(KEY_LCTRL))
{
sstrcpy(ingame.phrases[2], sTextToSend);
}
else
{
sstrcpy(sTextToSend, ingame.phrases[2]);
bAllowOtherKeyPresses = true;
// flushConsoleMessages();
sendTextMessage(sTextToSend,false);
return;
}
}
if (keyPressed(KEY_F4))
{
if(keyDown(KEY_LCTRL))
{
sstrcpy(ingame.phrases[3], sTextToSend);
}
else
{
sstrcpy(sTextToSend, ingame.phrases[3]);
bAllowOtherKeyPresses = true;
// flushConsoleMessages();
sendTextMessage(sTextToSend,false);
return;
}
}
if (keyPressed(KEY_F5))
{
if(keyDown(KEY_LCTRL))
{
sstrcpy(ingame.phrases[4], sTextToSend);
}
else
{
sstrcpy(sTextToSend, ingame.phrases[4]);
bAllowOtherKeyPresses = true;
// flushConsoleMessages();
sendTextMessage(sTextToSend,false);
return;
}
}
// flushConsoleMessages(); //clear
// addConsoleMessage(sTextToSend,DEFAULT_JUSTIFY, SYSTEM_MESSAGE); //display
// iV_DrawText(sTextToSend,16+D_W,RADTLY+D_H-16);
}
// --------------------------------------------------------------------------
void kf_ToggleConsole( void )
{
if(getConsoleDisplayStatus())
{
enableConsoleDisplay(false);
}
else
{
enableConsoleDisplay(true);
}
}
// --------------------------------------------------------------------------
void kf_SelectAllOnScreenUnits( void )
{
selDroidSelection(selectedPlayer, DS_ALL_UNITS, DST_UNUSED, true);
}
// --------------------------------------------------------------------------
void kf_SelectAllUnits( void )
{
selDroidSelection(selectedPlayer, DS_ALL_UNITS, DST_UNUSED, false);
}
// --------------------------------------------------------------------------
void kf_SelectAllVTOLs( void )
{
selDroidSelection(selectedPlayer,DS_BY_TYPE,DST_VTOL,false);
}
void kf_SelectAllArmedVTOLs()
{
selDroidSelection(selectedPlayer, DS_BY_TYPE, DST_VTOL_ARMED, false);
}
// --------------------------------------------------------------------------
void kf_SelectAllHovers( void )
{
selDroidSelection(selectedPlayer,DS_BY_TYPE,DST_HOVER,false);
}
// --------------------------------------------------------------------------
void kf_SelectAllWheeled( void )
{
selDroidSelection(selectedPlayer,DS_BY_TYPE,DST_WHEELED,false);
}
// --------------------------------------------------------------------------
void kf_SelectAllTracked( void )
{
selDroidSelection(selectedPlayer,DS_BY_TYPE,DST_TRACKED,false);
}
// --------------------------------------------------------------------------
void kf_SelectAllHalfTracked( void )
{
selDroidSelection(selectedPlayer,DS_BY_TYPE,DST_HALF_TRACKED,false);
}
// --------------------------------------------------------------------------
void kf_SelectAllCyborgs()
{
selDroidSelection(selectedPlayer, DS_BY_TYPE, DST_CYBORG, false);
}
// --------------------------------------------------------------------------
void kf_SelectAllEngineers()
{
selDroidSelection(selectedPlayer, DS_BY_TYPE, DST_ENGINEER, false);
}
// --------------------------------------------------------------------------
void kf_SelectAllMechanics()
{
selDroidSelection(selectedPlayer, DS_BY_TYPE, DST_MECHANIC, false);
}
// --------------------------------------------------------------------------
void kf_SelectAllTransporters()
{
selDroidSelection(selectedPlayer, DS_BY_TYPE, DST_TRANSPORTER, false);
}
// --------------------------------------------------------------------------
void kf_SelectAllRepairTanks()
{
selDroidSelection(selectedPlayer, DS_BY_TYPE, DST_REPAIR_TANK, false);
}
// --------------------------------------------------------------------------
void kf_SelectAllSensorUnits()
{
selDroidSelection(selectedPlayer, DS_BY_TYPE, DST_SENSOR, false);
}
// --------------------------------------------------------------------------
void kf_SelectAllTrucks()
{
selDroidSelection(selectedPlayer, DS_BY_TYPE, DST_TRUCK, false);
}
// --------------------------------------------------------------------------
void kf_SelectAllDamaged( void )
{
selDroidSelection(selectedPlayer,DS_BY_TYPE,DST_ALL_DAMAGED,false);
}
// --------------------------------------------------------------------------
void kf_SelectAllCombatUnits( void )
{
selDroidSelection(selectedPlayer,DS_BY_TYPE,DST_ALL_COMBAT,false);
}
// --------------------------------------------------------------------------
void kf_SelectAllLandCombatUnits()
{
selDroidSelection(selectedPlayer, DS_BY_TYPE, DST_ALL_COMBAT_LAND, false);
}
// --------------------------------------------------------------------------
void kf_SelectAllCombatCyborgs()
{
selDroidSelection(selectedPlayer, DS_BY_TYPE, DST_ALL_COMBAT_CYBORG, false);
}
// --------------------------------------------------------------------------
// this is worst case (size of apsDroidLists[selectedPlayer] squared).
// --------------------------------------------------------------------------
void kf_SelectAllSameType( void )
{
selDroidSelection(selectedPlayer,DS_BY_TYPE,DST_ALL_SAME,false);
}
// --------------------------------------------------------------------------
void kf_SetDroidRetreatMedium( void )
{
kfsf_SetSelectedDroidsState(DSO_REPAIR_LEVEL,DSS_REPLEV_LOW);
}
// --------------------------------------------------------------------------
void kf_SetDroidRetreatHeavy( void )
{
kfsf_SetSelectedDroidsState(DSO_REPAIR_LEVEL,DSS_REPLEV_HIGH);
}
// --------------------------------------------------------------------------
void kf_SetDroidRetreatNever( void )
{
kfsf_SetSelectedDroidsState(DSO_REPAIR_LEVEL,DSS_REPLEV_NEVER);
}
// --------------------------------------------------------------------------
void kf_SetDroidAttackAtWill( void )
{
kfsf_SetSelectedDroidsState(DSO_ATTACK_LEVEL,DSS_ALEV_ALWAYS);
}
// --------------------------------------------------------------------------
void kf_SetDroidAttackReturn( void )
{
kfsf_SetSelectedDroidsState(DSO_ATTACK_LEVEL,DSS_ALEV_ATTACKED);
}
// --------------------------------------------------------------------------
void kf_SetDroidAttackCease( void )
{
kfsf_SetSelectedDroidsState(DSO_ATTACK_LEVEL,DSS_ALEV_NEVER);
}
// --------------------------------------------------------------------------
void kf_SetDroidOrderHold()
{
for (DROID *psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
{
if (psDroid->selected)
{
orderDroid(psDroid, DORDER_HOLD, ModeQueue);
}
}
}
// --------------------------------------------------------------------------
void kf_SetDroidOrderStop()
{
for (DROID *psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
{
if (psDroid->selected)
{
orderDroid(psDroid, DORDER_HOLD, ModeQueue);
}
}
}
// --------------------------------------------------------------------------
void kf_SetDroidMovePatrol( void )
{
kfsf_SetSelectedDroidsState(DSO_PATROL,DSS_PATROL_SET); // ASK
}
// --------------------------------------------------------------------------
void kf_SetDroidReturnToBase( void )
{
kfsf_SetSelectedDroidsState(DSO_RETURN_TO_LOC,DSS_RTL_BASE);
}
// --------------------------------------------------------------------------
void kf_SetDroidGoToTransport( void )
{
kfsf_SetSelectedDroidsState(DSO_RETURN_TO_LOC,DSS_RTL_TRANSPORT);
}
// --------------------------------------------------------------------------
void kf_SetDroidGoForRepair( void )
{
kfsf_SetSelectedDroidsState(DSO_RETURN_TO_LOC,DSS_RTL_REPAIR);
}
// --------------------------------------------------------------------------
void kf_SetDroidRecycle( void )
{
kfsf_SetSelectedDroidsState(DSO_RECYCLE,DSS_RECYCLE_SET);
}
// --------------------------------------------------------------------------
void kf_ToggleVisibility( void )
{
if(getRevealStatus())
{
console("Reveal OFF");
setRevealStatus(false);
}
else
{
console("Reveal ON");
setRevealStatus(true);
}
}
// --------------------------------------------------------------------------
static void kfsf_SetSelectedDroidsState( SECONDARY_ORDER sec, SECONDARY_STATE state )
{
DROID *psDroid;
// NOT A CHEAT CODE
// This is a function to set unit orders via keyboard shortcuts. It should
// _not_ be disallowed in multiplayer games.
// This code is similar to SetSecondaryState() in intorder.cpp. Unfortunately, it seems hard to un-duplicate the code.
for(psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
{
// Only set the state if it's not a transporter.
if (psDroid->selected && psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER)
{
secondarySetState(psDroid,sec,state);
}
}
}
// --------------------------------------------------------------------------
void kf_TriggerRayCast( void )
{
DROID *psDroid;
bool found;
found = false;
for(psDroid = apsDroidLists[selectedPlayer]; psDroid && !found;
psDroid = psDroid->psNext)
{
if(psDroid->selected)
{
found = true;
}
/* NOP */
}
if(found)
{
// getBlockHeightDirToEdgeOfGrid(UDWORD x, UDWORD y, UBYTE direction, UDWORD *height, UDWORD *dist)
// getBlockHeightDirToEdgeOfGrid(psOther->pos.x,psOther->pos.y,psOther->direction,&height,&dist);
// getBlockHeightDirToEdgeOfGrid(mouseTileX*TILE_UNITS,mouseTileY*TILE_UNITS,getTestAngle(),&height,&dist);
}
}
// --------------------------------------------------------------------------
void kf_ScatterDroids( void )
{
// to be written!
addConsoleMessage("Scatter droids - not written yet!",LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
void kf_CentreOnBase( void )
{
STRUCTURE *psStruct;
bool bGotHQ;
UDWORD xJump = 0, yJump = 0;
/* Got through our buildings */
for(psStruct = apsStructLists[selectedPlayer],bGotHQ = false; // start
psStruct && !bGotHQ; // terminate
psStruct = psStruct->psNext) // iteration
{
/* Have we got a HQ? */
if(psStruct->pStructureType->type == REF_HQ)
{
bGotHQ = true;
xJump = psStruct->pos.x;
yJump = psStruct->pos.y;
}
}
/* If we found it, then jump to it! */
if(bGotHQ)
{
addConsoleMessage(_("Centered on player HQ, direction NORTH"),LEFT_JUSTIFY, SYSTEM_MESSAGE);
player.p.x = xJump;
player.p.z = yJump;
player.r.y = 0; // face north
/* A fix to stop the camera continuing when marker code is called */
if(getWarCamStatus())
{
camToggleStatus();
}
}
else
{
addConsoleMessage(_("Unable to locate HQ!"),LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
}
// --------------------------------------------------------------------------
void kf_ToggleFormationSpeedLimiting( void )
{
addConsoleMessage(_("Formation speed limiting has been removed from the game due to bugs."), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
// --------------------------------------------------------------------------
void kf_RightOrderMenu( void )
{
DROID *psDroid,*psGotOne = NULL;
bool bFound;
// if menu open, then close it!
if (widgGetFromID(psWScreen,IDORDER_FORM) != NULL)
{
intRemoveOrder(); // close the screen.
return;
}
for(psDroid = apsDroidLists[selectedPlayer],bFound = false;
psDroid && !bFound; psDroid = psDroid->psNext)
{
if(psDroid->selected)// && droidOnScreen(psDroid,0))
{
bFound = true;
psGotOne = psDroid;
}
}
if(bFound)
{
intResetScreen(true);
intObjectSelected((BASE_OBJECT*)psGotOne);
}
}
// --------------------------------------------------------------------------
void kf_TriggerShockWave( void )
{
Vector3i pos;
pos.x = mouseTileX*TILE_UNITS + TILE_UNITS/2;
pos.z = mouseTileY*TILE_UNITS + TILE_UNITS/2;
pos.y = map_Height(pos.x,pos.z) + SHOCK_WAVE_HEIGHT;
addEffect(&pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_SHOCKWAVE,false,NULL,0);
}
// --------------------------------------------------------------------------
void kf_ToggleMouseInvert( void )
{
if(getInvertMouseStatus())
{
setInvertMouseStatus(false);
CONPRINTF(ConsoleString,(ConsoleString,_("Vertical rotation direction: Normal")));
}
else
{
setInvertMouseStatus(true);
CONPRINTF(ConsoleString,(ConsoleString,_("Vertical rotation direction: Flipped")));
}
}
// --------------------------------------------------------------------------
void kf_ToggleShakeStatus( void )
{
if(getShakeStatus())
{
setShakeStatus(false);
CONPRINTF(ConsoleString,(ConsoleString,_("Screen shake when things die: Off")));
}
else
{
setShakeStatus(true);
CONPRINTF(ConsoleString,(ConsoleString,_("Screen shake when things die: On")));
}
}
// --------------------------------------------------------------------------
void kf_ToggleShadows( void )
{
if(getDrawShadows())
{
setDrawShadows(false);
}
else
{
setDrawShadows(true);
}
}
// --------------------------------------------------------------------------
static const Rational available_speed[] = {
// p = pumpkin allowed, n = new entries allowed in debug mode only.
// Since some of these values can ruin a SP game, we disallow them in normal mode.
Rational(0), // n
Rational(1, 1000),// n
Rational(1, 100),// n
Rational(1, 40), // n
Rational(1, 8), // n
Rational(1, 5), // n
Rational(1, 3), // p
Rational(1, 2),
Rational(3, 4), // p
Rational(1), // p
Rational(5, 4), // p
Rational(3, 2), // p
Rational(2), // p (in debug mode only)
Rational(5, 2), // n
Rational(3), // n
Rational(10), // n
Rational(20), // n
Rational(30), // n
Rational(60), // n
Rational(100), // n
};
const unsigned nb_available_speeds = ARRAY_SIZE(available_speed);
static void tryChangeSpeed(Rational newMod, Rational oldMod)
{
// Bail out if we're running a _true_ multiplayer game or are playing a tutorial
if ((runningMultiplayer() && !getDebugMappingStatus()) || bInTutorial)
{
if (!bInTutorial)
{
addConsoleMessage(_("Sorry, but game speed cannot be changed in multiplayer."), DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
}
return;
}
// only in debug/cheat mode do we enable all time compression speeds.
if (!getDebugMappingStatus() && (newMod >= 2 || newMod <= 0)) // 2 = max officially allowed time compression
{
return;
}
char modString[30];
if (newMod.d != 1)
{
const float speed = float(newMod.n) / newMod.d;
if (speed > 0.4)
{
ssprintf(modString, "%.1f", speed);
}
else if (speed > 0.15)
{
ssprintf(modString, "%.2f", speed);
}
else
{
ssprintf(modString, "%.3f", speed);
}
}
else
{
ssprintf(modString, "%d", newMod.n);
}
if (newMod == 1)
{
CONPRINTF(ConsoleString, (ConsoleString, _("Game Speed Reset")));
}
else if (newMod > oldMod)
{
CONPRINTF(ConsoleString, (ConsoleString, _("Game Speed Increased to %s"), modString));
}
else
{
CONPRINTF(ConsoleString, (ConsoleString, _("Game Speed Reduced to %s"), modString));
}
gameTimeSetMod(newMod);
}
void kf_SpeedUp( void )
{
// get the current modifier
Rational mod = gameTimeGetMod();
Rational const *newMod = std::upper_bound(available_speed, available_speed + nb_available_speeds, mod);
if (newMod == available_speed + nb_available_speeds)
{
return; // Already at maximum speed.
}
tryChangeSpeed(*newMod, mod);
}
void kf_SlowDown( void )
{
// get the current modifier
Rational mod = gameTimeGetMod();
Rational const *newMod = std::lower_bound(available_speed, available_speed + nb_available_speeds, mod);
if (newMod == available_speed)
{
return; // Already at minimum speed.
}
--newMod; // Point to lower speed instead of current speed.
tryChangeSpeed(*newMod, mod);
}
void kf_NormalSpeed( void )
{
// Bail out if we're running a _true_ multiplayer game or are playing a tutorial
if (runningMultiplayer() || bInTutorial)
{
if (!bInTutorial)
noMPCheatMsg();
return;
}
CONPRINTF(ConsoleString,(ConsoleString,_("Game Speed Reset")));
gameTimeResetMod();
}
// --------------------------------------------------------------------------
void kf_ToggleRadarAllyEnemy(void)
{
bEnemyAllyRadarColor = !bEnemyAllyRadarColor;
if(bEnemyAllyRadarColor)
{
CONPRINTF(ConsoleString, (ConsoleString, _("Radar showing friend-foe colors")));
}
else
{
CONPRINTF(ConsoleString, (ConsoleString, _("Radar showing player colors")));
}
resizeRadar();
}
void kf_ToggleRadarTerrain(void)
{
radarDrawMode = (RADAR_DRAW_MODE)(radarDrawMode + 1);
if (radarDrawMode >= NUM_RADAR_MODES)
{
radarDrawMode = (RADAR_DRAW_MODE)0;
}
switch (radarDrawMode)
{
case RADAR_MODE_NO_TERRAIN:
CONPRINTF(ConsoleString, (ConsoleString, _("Radar showing only objects")));
break;
case RADAR_MODE_COMBINED:
CONPRINTF(ConsoleString, (ConsoleString, _("Radar blending terrain and height")));
break;
case RADAR_MODE_TERRAIN:
CONPRINTF(ConsoleString, (ConsoleString, _("Radar showing terrain")));
break;
case RADAR_MODE_HEIGHT_MAP:
CONPRINTF(ConsoleString, (ConsoleString, _("Radar showing height")));
break;
case NUM_RADAR_MODES:
assert(false);
break;
}
}
//Add a beacon (blip)
void kf_AddHelpBlip( void )
{
int worldX, worldY;
UDWORD i;
char tempStr[255];
SDWORD x,y;
bool mOverR=false;
/* not needed in campaign */
if(!bMultiPlayer)
return;
debug(LOG_WZ,"Adding beacon='%s'",sCurrentConsoleText);
/* check if clicked on radar */
x = mouseX();
y = mouseY();
if (radarOnScreen && radarPermitted)
{
if(CoordInRadar(x,y))
{
mOverR = true;
CalcRadarPosition(x,y,&worldX,&worldY);
CLIP(worldX, 0, mapWidth - 1); // temporary hack until CalcRadarPosition is fixed
CLIP(worldY, 0, mapHeight- 1);
worldX = worldX*TILE_UNITS+TILE_UNITS/2;
worldY = worldY*TILE_UNITS+TILE_UNITS/2;
}
}
/* convert screen to world */
if(!mOverR)
{
worldX = mouseTileX*TILE_UNITS+TILE_UNITS/2;
worldY = mouseTileY*TILE_UNITS+TILE_UNITS/2;
}
sstrcpy(tempStr, getPlayerName(selectedPlayer)); //temporary solution
/* add beacon for the sender */
sstrcpy(beaconMsg[selectedPlayer], tempStr);
sendBeaconToPlayer(worldX, worldY, selectedPlayer, selectedPlayer, beaconMsg[selectedPlayer]);
/* send beacon to other players */
for(i=0;i<game.maxPlayers;i++)
{
if(openchannels[i] && (i != selectedPlayer))
{
sstrcpy(beaconMsg[i], tempStr);
sendBeaconToPlayer(worldX, worldY, i, selectedPlayer, beaconMsg[i]);
}
}
}
void kf_NoAssert()
{
debugDisableAssert();
console("Asserts turned off");
debug(LOG_ERROR, "Asserts turned off");
}
// rotuine to decrement the tab-scroll 'buttons'
void kf_BuildPrevPage()
{
ASSERT_OR_RETURN( , psWScreen != NULL, " Invalid screen pointer!");
ListTabWidget *psTForm = (ListTabWidget *)widgGetFromID(psWScreen, IDSTAT_TABFORM);
if (psTForm == NULL)
{
return;
}
if (!psTForm->setCurrentPage(psTForm->currentPage() - 1))
{
audio_PlayTrack(ID_SOUND_BUILD_FAIL);
return;
}
audio_PlayTrack(ID_SOUND_BUTTON_CLICK_5);
}
// rotuine to advance the tab-scroll 'buttons'
void kf_BuildNextPage()
{
ASSERT_OR_RETURN( , psWScreen != NULL, " Invalid screen pointer!");
ListTabWidget *psTForm = (ListTabWidget *)widgGetFromID(psWScreen, IDSTAT_TABFORM);
if (psTForm == NULL)
{
return;
}
if (!psTForm->setCurrentPage(psTForm->currentPage() + 1))
{
// went over max
audio_PlayTrack(ID_SOUND_BUILD_FAIL);
return;
}
audio_PlayTrack(ID_SOUND_BUTTON_CLICK_5);
}