659 lines
16 KiB
C
659 lines
16 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) 2005-2010 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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// ---------------------------------------------------------------------
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// STATIC SUPPORT FUNCTIONS
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UDWORD selSelectAllUnits ( UDWORD player, BOOL bOnScreen );
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UDWORD selSelectAllSameProp ( UDWORD player, PROPULSION_TYPE propType,
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BOOL bOnScreen );
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UDWORD selSelectAllCombat ( UDWORD player, BOOL bOnScreen);
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UDWORD selSelectAllDamaged ( UDWORD player, BOOL bOnScreen);
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UDWORD selSelectAllSame ( UDWORD player, BOOL bOnScreen);
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UDWORD selNameSelect ( char *droidName, UDWORD player, BOOL bOnScreen );
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// ---------------------------------------------------------------------
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/*
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Selects the units of a given player according to given criteria.
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It is also possible to request whether the units be onscreen or not.
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*/
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static DROID *psOldRD = NULL; // pointer to last selected repair unit
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static DROID *psOldNS = NULL;
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UDWORD selDroidSelection( UDWORD player, SELECTION_CLASS droidClass,
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SELECTIONTYPE droidType, BOOL bOnScreen )
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{
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UDWORD retVal;
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char selInfo[255];
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/* So far, we haven't selected any */
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retVal = 0;
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/* Establish the class of selection */
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switch(droidClass)
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{
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case DS_ALL_UNITS:
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retVal = selSelectAllUnits(player,bOnScreen);
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break;
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case DS_BY_TYPE:
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switch(droidType)
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{
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case DST_VTOL:
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retVal = selSelectAllSameProp(player,PROPULSION_TYPE_LIFT,bOnScreen);
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break;
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case DST_HOVER:
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retVal = selSelectAllSameProp(player,PROPULSION_TYPE_HOVER,bOnScreen);
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break;
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case DST_WHEELED:
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retVal = selSelectAllSameProp(player,PROPULSION_TYPE_WHEELED,bOnScreen);
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break;
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case DST_TRACKED:
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retVal = selSelectAllSameProp(player,PROPULSION_TYPE_TRACKED,bOnScreen);
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break;
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case DST_HALF_TRACKED:
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retVal = selSelectAllSameProp(player,PROPULSION_TYPE_HALF_TRACKED,bOnScreen);
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break;
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case DST_ALL_COMBAT:
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retVal = selSelectAllCombat(player,bOnScreen);
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break;
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case DST_ALL_DAMAGED:
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retVal = selSelectAllDamaged(player,bOnScreen);
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break;
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case DST_ALL_SAME:
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retVal = selSelectAllSame(player,bOnScreen);
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break;
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default:
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ASSERT( false,"Invalid selection type in uniDroidSelection" );
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}
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break;
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default:
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ASSERT( false,"Invalid selection attempt in uniDroidSelection" );
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break;
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}
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/* Send back the return value */
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snprintf(selInfo, sizeof(selInfo), ngettext("%u unit selected", "%u units selected", retVal), retVal);
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addConsoleMessage(selInfo, RIGHT_JUSTIFY,SYSTEM_MESSAGE);
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return retVal;
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}
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// ---------------------------------------------------------------------
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// Selects all units owned by the player - onscreen toggle.
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UDWORD selSelectAllUnits( UDWORD player, BOOL bOnScreen )
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{
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DROID *psDroid;
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UDWORD count;
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selDroidDeselect(player);
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/* Go thru' all */
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for(psDroid = apsDroidLists[player],count = 0;
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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) : true)
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{
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/* can select everything except transporters */
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if(psDroid->droidType != DROID_TRANSPORTER)
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{
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// psDroid->selected = true;
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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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UDWORD selSelectAllSameProp( UDWORD player, PROPULSION_TYPE propType,
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BOOL bOnScreen )
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{
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PROPULSION_STATS *psPropStats;
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DROID *psDroid;
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UDWORD count;
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selDroidDeselect(player);
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/* Go thru' them all */
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for(psDroid = apsDroidLists[player], count = 0;
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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) : true)
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{
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/* Get the propulsion type */
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psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
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ASSERT( psPropStats != NULL,
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"moveUpdateUnit: 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)
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{
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psDroid->selected = true;
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count++;
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}
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}
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}
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return(selNumSelected(player));
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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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UDWORD selSelectAllCombat( UDWORD player, BOOL bOnScreen)
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{
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DROID *psDroid;
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UDWORD count;
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selDroidDeselect(player);
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for(psDroid = apsDroidLists[player], count = 0;
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psDroid; psDroid = psDroid->psNext)
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{
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/* Does it have a weapon? */
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//if(psDroid->numWeaps)
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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) : true)
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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)
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{
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psDroid->selected = true;
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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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UDWORD selSelectAllDamaged( UDWORD player, BOOL bOnScreen)
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{
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DROID *psDroid;
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UDWORD damage;
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UDWORD count;
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selDroidDeselect(player);
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for(psDroid = apsDroidLists[player], count = 0;
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psDroid; psDroid = psDroid->psNext)
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{
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/* Get present percent of damage level */
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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) : true)
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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)
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{
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// psDroid->selected = true;
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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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UDWORD selDroidDeselect( UDWORD player )
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{
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UDWORD count;
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DROID *psDroid;
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for(psDroid = apsDroidLists[player], count = 0;
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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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// psDroid->selected = false;
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DeSelectDroid(psDroid);
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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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UDWORD selNumSelected( UDWORD player )
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{
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UDWORD count;
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DROID *psDroid;
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for(psDroid = apsDroidLists[player], count = 0;
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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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// Selects all units the same as the one(s) selected
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UDWORD selSelectAllSame( UDWORD player, BOOL bOnScreen)
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{
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DROID *psDroid;
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UDWORD count;
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for(psDroid = apsDroidLists[player], count = 0;
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psDroid; psDroid = psDroid->psNext)
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{
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if(psDroid->selected)
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{
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count+=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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// ---------------------------------------------------------------------
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// sub-function - selects all units with same name as one passed in
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UDWORD selNameSelect( char *droidName, UDWORD player, BOOL bOnScreen )
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{
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DROID *psDroid;
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UDWORD count;
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for(psDroid = apsDroidLists[player], count = 0;
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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) : true)
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{
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if(!strcmp(droidName,psDroid->aName))
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{
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// psDroid->selected = true;
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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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if(count)
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return(count+1);
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else
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return(count);
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}
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// ffs am
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// ---------------------------------------------------------------------
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void selNextSpecifiedUnit(UDWORD unitType)
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{
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DROID *psCurr;
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DROID *psResult;
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DROID *psFirst;
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BOOL bLaterInList, bMatch;
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for(psCurr = apsDroidLists[selectedPlayer],psFirst = NULL,psResult = NULL,bLaterInList = false;
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psCurr && !psResult; psCurr = psCurr->psNext)
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{
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//if( psCurr->droidType == (SDWORD)unitType )
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//exceptions - as always...
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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 == (SDWORD)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)
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{
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/* was there at least one - the first one? Resetting */
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if(psFirst)
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{
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psResult = psFirst;
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}
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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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// psResult->selected = true;
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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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if(!getWarCamStatus())
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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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break;
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}
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}
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}
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// ---------------------------------------------------------------------
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void selNextUnassignedUnit( void )
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{
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DROID *psCurr;
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DROID *psResult;
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DROID *psFirst;
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BOOL bLaterInList;
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for(psCurr = apsDroidLists[selectedPlayer],psFirst = NULL,psResult = NULL,bLaterInList = false;
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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)
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{
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if(psFirst)
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{
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psResult = psFirst;
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}
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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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// psResult->selected = true;
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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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if(!getWarCamStatus())
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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(UDWORD structType)
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{
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STRUCTURE *psCurr;
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STRUCTURE *psResult;
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STRUCTURE *psOldStruct;
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STRUCTURE *psFirst;
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BOOL bLaterInList;
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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 in selNextSpecifiedBuilding", structType);
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for(psCurr = apsStructLists[selectedPlayer], psFirst = NULL,psResult = NULL,psOldStruct=NULL,bLaterInList = false;
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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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{
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bLaterInList = true;
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psOldStruct=psCurr;
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}
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else if(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(!psResult)
|
|
{
|
|
if(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;
|
|
}
|
|
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)
|
|
{
|
|
DROID *psCurr;
|
|
SDWORD numLess;
|
|
|
|
if (psDroid->droidType != DROID_COMMAND)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
numLess = 0;
|
|
for(psCurr = apsDroidLists[psDroid->player]; psCurr; psCurr=psCurr->psNext)
|
|
{
|
|
if ((psCurr->droidType == DROID_COMMAND) &&
|
|
(psCurr->id < psDroid->id))
|
|
{
|
|
numLess += 1;
|
|
}
|
|
}
|
|
|
|
if (numLess == (n - 1))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// select the n'th command droid
|
|
void selCommander(SDWORD n)
|
|
{
|
|
DROID *psCurr;
|
|
|
|
for(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
|
|
if(!getWarCamStatus())
|
|
{
|
|
/* Centre display on him if warcam isn't active */
|
|
setViewPos(map_coord(psCurr->pos.x), map_coord(psCurr->pos.y), true);
|
|
}
|
|
|
|
}
|
|
setSelectedCommander((UDWORD)n);
|
|
return;
|
|
}
|
|
}
|
|
}
|