729 lines
19 KiB
C++
729 lines
19 KiB
C++
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2013 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/**
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* @file selection.c
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* Attempt to rationalise the unit selection procedure and
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* also necessary as we now need to return the number of
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* units selected according to specified criteria.
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* Alex McLean, Pumpkin studios, EIDOS.
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*/
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#include "lib/framework/frame.h"
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#include "lib/framework/math_ext.h"
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#include "lib/framework/strres.h"
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#include "objects.h"
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#include "basedef.h"
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#include "droiddef.h"
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#include "statsdef.h"
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#include "geometry.h"
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#include "console.h"
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#include "selection.h"
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#include "hci.h"
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#include "map.h"
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#include "selection.h"
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#include "display3d.h"
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#include "warcam.h"
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#include "display.h"
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#include "qtscript.h"
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// ---------------------------------------------------------------------
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// Selects all units owned by the player - onscreen toggle.
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static unsigned int selSelectAllUnits(unsigned int player, bool bOnScreen)
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{
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unsigned int count = 0;
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selDroidDeselect(player);
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/* Go thru' all */
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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/* Do we care about them being on screen? */
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if (!bOnScreen || droidOnScreen(psDroid, 0))
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{
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/* can select everything except transporters */
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if (psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER)
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{
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SelectDroid(psDroid);
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count++;
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}
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}
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}
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return count;
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}
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// ---------------------------------------------------------------------
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// Selects all units owned by the player of a certain propulsion type.
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// On Screen toggle.
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static unsigned int selSelectAllSameProp(unsigned int player, PROPULSION_TYPE propType, bool bOnScreen)
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{
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unsigned int count = 0;
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selDroidDeselect(player);
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/* Go thru' them all */
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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/* Is on screen important */
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if (!bOnScreen || droidOnScreen(psDroid, 0))
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{
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/* Get the propulsion type */
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PROPULSION_STATS *psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION];
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ASSERT(psPropStats != NULL, "invalid propulsion stats pointer");
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/* Same as that asked for - don't want Transporters*/
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if (psPropStats->propulsionType == propType && (psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER))
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{
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SelectDroid(psDroid);
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count++;
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}
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}
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}
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return count;
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}
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static unsigned int selSelectAllSamePropArmed(unsigned int player, PROPULSION_TYPE propType, bool bOnScreen)
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{
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unsigned int count = 0;
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selDroidDeselect(player);
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/* Go thru' them all */
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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/* Is on screen important */
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if (!bOnScreen || droidOnScreen(psDroid, 0))
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{
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/* Get the propulsion type */
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PROPULSION_STATS *psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION];
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ASSERT(psPropStats != NULL, "invalid propulsion stats pointer");
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/* Same as that asked for - don't want Transporters*/
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if (psPropStats->propulsionType == propType && (psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER) && vtolFull(psDroid))
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{
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SelectDroid(psDroid);
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count++;
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}
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}
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}
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return count;
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}
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// ---------------------------------------------------------------------
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// Selects all units owned by the player of a certain droid type.
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// On Screen toggle.
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static unsigned int selSelectAllSameDroid(unsigned int player, DROID_TYPE droidType, bool bOnScreen)
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{
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int count = 0;
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selDroidDeselect(player);
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/* Go thru' them all */
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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/* Is on screen important */
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if (!bOnScreen || droidOnScreen(psDroid, 0))
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{
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/* Same as the droid type asked for*/
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if (psDroid->droidType == droidType || (droidType == DROID_TRANSPORTER && psDroid->droidType == DROID_SUPERTRANSPORTER))
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{
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SelectDroid(psDroid);
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count++;
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}
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}
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}
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return count;
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}
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// ---------------------------------------------------------------------
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// Selects all units owned by the player that have a weapon. On screen
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// toggle.
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static unsigned int selSelectAllCombat(unsigned int player, bool bOnScreen)
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{
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unsigned int count = 0;
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selDroidDeselect(player);
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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/* Does it have a weapon? */
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if (psDroid->asWeaps[0].nStat > 0)
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{
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/* Is on screen relevant? */
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if (!bOnScreen || droidOnScreen(psDroid, 0))
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{
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// we don't want to get the Transporter
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if (psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER)
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{
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SelectDroid(psDroid);
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count++;
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}
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}
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}
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}
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return count;
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}
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// ---------------------------------------------------------------------
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// Selects all land-based units (Including Hover units) owned by the player that have a weapon. On screen
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// toggle.
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static unsigned int selSelectAllCombatLand(unsigned int player, bool bOnScreen)
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{
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int count = 0;
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selDroidDeselect(player);
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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/* Does it have a weapon? */
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if (psDroid->asWeaps[0].nStat > 0)
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{
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/* Is on screen relevant? */
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if (!bOnScreen || droidOnScreen(psDroid, 0))
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{
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/* Get the propulsion type */
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PROPULSION_STATS *psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION];
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ASSERT(psPropStats != NULL, "invalid propulsion stats pointer");
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if (psPropStats->propulsionType == PROPULSION_TYPE_WHEELED ||
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psPropStats->propulsionType == PROPULSION_TYPE_HALF_TRACKED ||
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psPropStats->propulsionType == PROPULSION_TYPE_TRACKED ||
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psPropStats->propulsionType == PROPULSION_TYPE_HOVER ||
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psPropStats->propulsionType == PROPULSION_TYPE_LEGGED)
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{
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SelectDroid(psDroid);
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count++;
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}
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}
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}
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}
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return count;
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}
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// ---------------------------------------------------------------------
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// Selects all Cyborgs owned by the player that have a weapon. On screen
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// toggle.
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static unsigned int selSelectAllCombatCyborg(unsigned int player, bool bOnScreen)
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{
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int count = 0;
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selDroidDeselect(player);
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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/* Does it have a weapon? */
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if (psDroid->asWeaps[0].nStat > 0)
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{
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/* Is on screen relevant? */
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if (!bOnScreen || droidOnScreen(psDroid, 0))
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{
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/* Get the propulsion type */
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PROPULSION_STATS *psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION];
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ASSERT(psPropStats != NULL, "invalid propulsion stats pointer");
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/* Check if cyborg */
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if (psPropStats->propulsionType == PROPULSION_TYPE_LEGGED)
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{
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SelectDroid(psDroid);
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count++;
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}
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}
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}
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}
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return count;
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}
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// ---------------------------------------------------------------------
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// Selects all damaged units - on screen toggle.
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static unsigned int selSelectAllDamaged(unsigned int player, bool bOnScreen)
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{
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unsigned int count = 0;
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selDroidDeselect(player);
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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/* Get present percent of damage level */
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int damage = PERCENT(psDroid->body, psDroid->originalBody);
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/* Less than threshold? */
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if (damage < REPAIRLEV_LOW)
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{
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/* Is on screen relevant? */
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if (!bOnScreen || droidOnScreen(psDroid, 0))
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{
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// we don't want to get the Transporter
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if (psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER)
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{
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SelectDroid(psDroid);
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count++;
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}
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}
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}
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}
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return count;
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}
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// ---------------------------------------------------------------------
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// Deselects all units for the player
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unsigned int selDroidDeselect(unsigned int player)
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{
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unsigned int count = 0;
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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if (psDroid->selected)
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{
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count++;
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DeSelectDroid(psDroid);
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}
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}
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return count;
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}
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// ---------------------------------------------------------------------
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// Lets you know how many are selected for a given player
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unsigned int selNumSelected(unsigned int player)
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{
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unsigned int count = 0;
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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if (psDroid->selected)
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{
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count++;
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}
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}
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return count;
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}
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// ---------------------------------------------------------------------
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// sub-function - selects all units with same name as one passed in
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static void selNameSelect(char *droidName, unsigned int player, bool bOnScreen)
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{
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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if (!psDroid->selected)
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{
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if (!bOnScreen || droidOnScreen(psDroid, 0))
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{
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if (!strcmp(droidName, psDroid->aName))
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{
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SelectDroid(psDroid);
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}
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}
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}
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}
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}
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// ---------------------------------------------------------------------
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// Selects all units the same as the one(s) selected
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static unsigned int selSelectAllSame(unsigned int player, bool bOnScreen)
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{
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for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
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{
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if (psDroid->selected)
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{
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selNameSelect(psDroid->aName, player, bOnScreen);
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}
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}
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return selNumSelected(player);
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}
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// ffs am
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// ---------------------------------------------------------------------
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void selNextSpecifiedUnit(DROID_TYPE unitType)
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{
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static DROID *psOldRD = NULL; // pointer to last selected repair unit
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DROID *psResult = NULL, *psFirst = NULL;
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bool bLaterInList = false;
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for (DROID *psCurr = apsDroidLists[selectedPlayer]; psCurr && !psResult; psCurr = psCurr->psNext)
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{
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//exceptions - as always...
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bool bMatch = false;
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if (unitType == DROID_CONSTRUCT)
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{
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if (psCurr->droidType == DROID_CONSTRUCT ||
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psCurr->droidType == DROID_CYBORG_CONSTRUCT)
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{
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bMatch = true;
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}
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}
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else if (unitType == DROID_REPAIR)
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{
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if (psCurr->droidType == DROID_REPAIR ||
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psCurr->droidType == DROID_CYBORG_REPAIR)
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{
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bMatch = true;
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}
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}
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else if (psCurr->droidType == unitType)
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{
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bMatch = true;
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}
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if (bMatch)
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{
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/* Always store away the first one we find */
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if (!psFirst)
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{
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psFirst = psCurr;
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}
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if (psCurr == psOldRD)
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{
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bLaterInList = true;
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}
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/* Nothing previously found... */
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if (!psOldRD)
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{
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psResult = psCurr;
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}
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/* Only select is this isn't the old one and it's further on in list */
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else if (psCurr != psOldRD && bLaterInList)
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{
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psResult = psCurr;
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}
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}
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}
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/* Did we get one? */
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if (!psResult && psFirst)
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{
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psResult = psFirst;
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}
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if (psResult && !psResult->died)
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{
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selDroidDeselect(selectedPlayer);
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SelectDroid(psResult);
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if (getWarCamStatus())
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{
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camToggleStatus(); // messy - fix this
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// setViewPos(map_coord(psCentreDroid->pos.x), map_coord(psCentreDroid->pos.y));
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processWarCam(); //odd, but necessary
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camToggleStatus(); // messy - FIXME
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}
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else
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{
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// camToggleStatus();
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/* Centre display on him if warcam isn't active */
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setViewPos(map_coord(psResult->pos.x), map_coord(psResult->pos.y), true);
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}
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psOldRD = psResult;
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}
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else
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{
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switch(unitType)
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{
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case DROID_REPAIR:
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addConsoleMessage(_("Unable to locate any repair units!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
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break;
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case DROID_CONSTRUCT:
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addConsoleMessage(_("Unable to locate any Trucks!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
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break;
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case DROID_SENSOR:
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addConsoleMessage(_("Unable to locate any Sensor Units!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
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break;
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case DROID_COMMAND:
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addConsoleMessage(_("Unable to locate any Commanders!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
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default:
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break;
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}
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}
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}
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// ---------------------------------------------------------------------
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void selNextUnassignedUnit()
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{
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static DROID *psOldNS = NULL;
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DROID *psResult = NULL, *psFirst = NULL;
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bool bLaterInList = false;
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for (DROID *psCurr = apsDroidLists[selectedPlayer]; psCurr && !psResult; psCurr = psCurr->psNext)
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{
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/* Only look at unselected ones */
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if (psCurr->group == UBYTE_MAX)
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{
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/* Keep a record of first one */
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if (!psFirst)
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{
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psFirst = psCurr;
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}
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if (psCurr == psOldNS)
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{
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bLaterInList = true;
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}
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/* First one...? */
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if (!psOldNS)
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{
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psResult = psCurr;
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}
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/* Dont choose same one again */
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else if (psCurr != psOldNS && bLaterInList)
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{
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psResult = psCurr;
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}
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}
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}
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/* If we didn't get one - then select first one */
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if (!psResult && psFirst)
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{
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psResult = psFirst;
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}
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if (psResult && !psResult->died)
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{
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selDroidDeselect(selectedPlayer);
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SelectDroid(psResult);
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if (getWarCamStatus())
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{
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camToggleStatus(); // messy - fix this
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// setViewPos(map_coord(psCentreDroid->pos.x), map_coord(psCentreDroid->pos.y));
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processWarCam(); //odd, but necessary
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camToggleStatus(); // messy - FIXME
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}
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else
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{
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// camToggleStatus();
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/* Centre display on him if warcam isn't active */
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setViewPos(map_coord(psResult->pos.x), map_coord(psResult->pos.y), true);
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}
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psOldNS = psResult;
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}
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else
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{
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addConsoleMessage(_("Unable to locate any repair units!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
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}
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}
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// ---------------------------------------------------------------------
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void selNextSpecifiedBuilding(STRUCTURE_TYPE structType)
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{
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STRUCTURE *psResult = NULL, *psOldStruct = NULL, *psFirst = NULL;
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bool bLaterInList = false;
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/* Firstly, start coughing if the type is invalid */
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ASSERT(structType <= NUM_DIFF_BUILDINGS, "Invalid structure type %u", structType);
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for (STRUCTURE *psCurr = apsStructLists[selectedPlayer]; psCurr && !psResult; psCurr = psCurr->psNext)
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{
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if ((psCurr->pStructureType->type == structType) &&
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(psCurr->status == SS_BUILT))
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{
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if (!psFirst)
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{
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psFirst = psCurr;
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}
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if (psCurr->selected)
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{
|
|
bLaterInList = true;
|
|
psOldStruct = psCurr;
|
|
}
|
|
else if (bLaterInList)
|
|
{
|
|
psResult = psCurr;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!psResult && psFirst)
|
|
{
|
|
psResult = psFirst;
|
|
}
|
|
|
|
if (psResult && !psResult->died)
|
|
{
|
|
if (getWarCamStatus())
|
|
{
|
|
camToggleStatus();
|
|
}
|
|
setViewPos(map_coord(psResult->pos.x), map_coord(psResult->pos.y), false);
|
|
if (psOldStruct)
|
|
{
|
|
psOldStruct->selected = false;
|
|
}
|
|
psResult->selected = true;
|
|
triggerEventSelected();
|
|
}
|
|
else
|
|
{
|
|
// Can't find required building
|
|
addConsoleMessage("Cannot find required building!", LEFT_JUSTIFY, SYSTEM_MESSAGE);
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------
|
|
// see if a commander is the n'th command droid
|
|
static bool droidIsCommanderNum(DROID *psDroid, SDWORD n)
|
|
{
|
|
if (psDroid->droidType != DROID_COMMAND)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int numLess = 0;
|
|
for (DROID *psCurr = apsDroidLists[psDroid->player]; psCurr; psCurr = psCurr->psNext)
|
|
{
|
|
if ((psCurr->droidType == DROID_COMMAND) && (psCurr->id < psDroid->id))
|
|
{
|
|
numLess++;
|
|
}
|
|
}
|
|
|
|
return (numLess == (n - 1));
|
|
}
|
|
|
|
// select the n'th command droid
|
|
void selCommander(int n)
|
|
{
|
|
for (DROID *psCurr = apsDroidLists[selectedPlayer]; psCurr; psCurr = psCurr->psNext)
|
|
{
|
|
if (droidIsCommanderNum(psCurr, n))
|
|
{
|
|
if (!psCurr->selected)
|
|
{
|
|
clearSelection();
|
|
psCurr->selected = true;
|
|
}
|
|
else
|
|
{
|
|
clearSelection();
|
|
psCurr->selected = true;
|
|
|
|
// this horrible bit of code is taken from activateGroupAndMove
|
|
// and sets the camera position to that of the commander
|
|
|
|
if (getWarCamStatus())
|
|
{
|
|
camToggleStatus(); // messy - fix this
|
|
processWarCam(); // odd, but necessary
|
|
camToggleStatus(); // messy - FIXME
|
|
}
|
|
else
|
|
{
|
|
/* Centre display on him if warcam isn't active */
|
|
setViewPos(map_coord(psCurr->pos.x), map_coord(psCurr->pos.y), true);
|
|
}
|
|
}
|
|
setSelectedCommander(n);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------
|
|
/*
|
|
Selects the units of a given player according to given criteria.
|
|
It is also possible to request whether the units be onscreen or not.
|
|
*/
|
|
unsigned int selDroidSelection(unsigned int player, SELECTION_CLASS droidClass, SELECTIONTYPE droidType, bool bOnScreen)
|
|
{
|
|
/* So far, we haven't selected any */
|
|
unsigned int retVal = 0;
|
|
|
|
/* Establish the class of selection */
|
|
switch (droidClass)
|
|
{
|
|
case DS_ALL_UNITS:
|
|
retVal = selSelectAllUnits(player, bOnScreen);
|
|
break;
|
|
case DS_BY_TYPE:
|
|
switch (droidType)
|
|
{
|
|
case DST_VTOL:
|
|
retVal = selSelectAllSameProp(player, PROPULSION_TYPE_LIFT, bOnScreen);
|
|
break;
|
|
case DST_VTOL_ARMED:
|
|
retVal = selSelectAllSamePropArmed(player, PROPULSION_TYPE_LIFT, bOnScreen);
|
|
break;
|
|
case DST_HOVER:
|
|
retVal = selSelectAllSameProp(player, PROPULSION_TYPE_HOVER, bOnScreen);
|
|
break;
|
|
case DST_WHEELED:
|
|
retVal = selSelectAllSameProp(player, PROPULSION_TYPE_WHEELED, bOnScreen);
|
|
break;
|
|
case DST_TRACKED:
|
|
retVal = selSelectAllSameProp(player, PROPULSION_TYPE_TRACKED, bOnScreen);
|
|
break;
|
|
case DST_HALF_TRACKED:
|
|
retVal = selSelectAllSameProp(player, PROPULSION_TYPE_HALF_TRACKED, bOnScreen);
|
|
break;
|
|
case DST_CYBORG:
|
|
retVal = selSelectAllSameProp(player, PROPULSION_TYPE_LEGGED, bOnScreen);
|
|
break;
|
|
case DST_ENGINEER:
|
|
retVal = selSelectAllSameDroid(player, DROID_CYBORG_CONSTRUCT, bOnScreen);
|
|
break;
|
|
case DST_MECHANIC:
|
|
retVal = selSelectAllSameDroid(player, DROID_CYBORG_REPAIR, bOnScreen);
|
|
break;
|
|
case DST_TRANSPORTER:
|
|
retVal = selSelectAllSameDroid(player, DROID_TRANSPORTER, bOnScreen);
|
|
break;
|
|
case DST_REPAIR_TANK:
|
|
retVal = selSelectAllSameDroid(player, DROID_REPAIR, bOnScreen);
|
|
break;
|
|
case DST_SENSOR:
|
|
retVal = selSelectAllSameDroid(player, DROID_SENSOR, bOnScreen);
|
|
break;
|
|
case DST_TRUCK:
|
|
retVal = selSelectAllSameDroid(player, DROID_CONSTRUCT, bOnScreen);
|
|
break;
|
|
case DST_ALL_COMBAT:
|
|
retVal = selSelectAllCombat(player, bOnScreen);
|
|
break;
|
|
case DST_ALL_COMBAT_LAND:
|
|
retVal = selSelectAllCombatLand(player, bOnScreen);
|
|
break;
|
|
case DST_ALL_COMBAT_CYBORG:
|
|
retVal = selSelectAllCombatCyborg(player, bOnScreen);
|
|
break;
|
|
case DST_ALL_DAMAGED:
|
|
retVal = selSelectAllDamaged(player, bOnScreen);
|
|
break;
|
|
case DST_ALL_SAME:
|
|
retVal = selSelectAllSame(player, bOnScreen);
|
|
break;
|
|
default:
|
|
ASSERT(false, "Invalid selection type");
|
|
}
|
|
break;
|
|
default:
|
|
ASSERT(false,"Invalid selection attempt");
|
|
break;
|
|
}
|
|
|
|
/* Send back the return value */
|
|
char selInfo[255];
|
|
snprintf(selInfo, sizeof(selInfo), ngettext("%u unit selected", "%u units selected", retVal), retVal);
|
|
addConsoleMessage(selInfo, RIGHT_JUSTIFY,SYSTEM_MESSAGE);
|
|
return retVal;
|
|
}
|