Merge pull request #17 from jmarshall23/master

Mainline To Branch
This commit is contained in:
jmarshall23
2020-07-02 08:16:15 -07:00
committed by GitHub
25 changed files with 8949 additions and 4942 deletions
+6 -5
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@@ -8,11 +8,12 @@
/fonts
/sound
/ui
/*.mix
/*.pal
/*.ini
/*.exe
/*.ilk
/*.dat
/savegame*
/*.MIX
/*.PAL
/*.INI
/*.DAT
/SAVEGAME*
/cache
+3 -1
View File
@@ -11,6 +11,8 @@ set(CMAKE_VERBOSE_MAKEFILE ON)
set(src_io
./redalert/io/userinput.cpp
./redalert/io/userinput.h
./redalert/io/eventqueue.h
./redalert/io/eventqueue.cpp
)
set(src_win32lib
@@ -742,4 +744,4 @@ if (UNIX)
set_target_properties(RedAlert PROPERTIES OUTPUT_NAME "RedAlert" RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/.." )
endif(UNIX)
target_include_directories(RedAlert PRIVATE ./external/xml/;./external/devil/;./external/;./redalert/win32lib;./external/lua/;./external/imgui;./external/dxsdk/Include;./external/ffmpeg-win32/include;./external/sdl2/include;./win32lib;./external/openal/include)
target_include_directories(RedAlert PRIVATE ./external/xml/;./external/devil/;./external/;./redalert/win32lib;./redalert/io;./external/lua/;./external/imgui;./external/dxsdk/Include;./external/ffmpeg-win32/include;./external/sdl2/include;./win32lib;./external/openal/include)
+5 -5
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@@ -743,7 +743,7 @@ void Keyboard_Process(KeyNumType & input)
** Center the map about the construction yard or construction vehicle
** if one is present.
*/
if (key != 0 && key == VK_H) {
if (key != 0 && key == Options.KeyBase) {
Unselect_All();
if (PlayerPtr->CurBuildings) {
for (index = 0; index < Buildings.Count(); index++) {
@@ -875,19 +875,19 @@ void Keyboard_Process(KeyNumType & input)
** Scrolls the tactical map in the direction specified.
*/
int distance = CELL_LEPTON_W;
if (key != 0 && key == VK_LEFT) {
if (key != 0 && key == KN_LEFT) {
Map.Scroll_Map(DIR_W, distance, true);
input = KN_NONE;
}
if (key != 0 && key == VK_RIGHT) {
if (key != 0 && key == KN_RIGHT) {
Map.Scroll_Map(DIR_E, distance, true);
input = KN_NONE;
}
if (key != 0 && key == VK_UP) {
if (key != 0 && key == KN_UP) {
Map.Scroll_Map(DIR_N, distance, true);
input = KN_NONE;
}
if (key != 0 && key == VK_DOWN) {
if (key != 0 && key == KN_DOWN) {
Map.Scroll_Map(DIR_S, distance, true);
input = KN_NONE;
}
+1 -1
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@@ -277,7 +277,7 @@ class DisplayClass: public MapClass
*/
class TacticalClass : public GadgetClass {
public:
TacticalClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {};
TacticalClass(void) : GadgetClass(0,0,0,0,KEYBOARD|LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {};
int Selection_At_Mouse(unsigned flags, KeyNumType & key);
int Command_Object(unsigned flags, KeyNumType & key);
+21 -48
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@@ -253,39 +253,8 @@ int EditClass::Action(unsigned flags, KeyNumType & key)
} else {
#ifdef WIN32
KeyASCIIType ascii = (KeyASCIIType)(Keyboard->To_ASCII(key) & 0xff);
/*
** Allow numeric keypad presses to map to ascii numbers
*/
if ((key & WWKEY_VK_BIT) && ascii >='0' && ascii <= '9') {
key = (KeyNumType)(key & ~WWKEY_VK_BIT);
if ( (!(flags & LEFTRELEASE)) && (!(flags & RIGHTRELEASE))) {
if (Handle_Key (ascii) ) {
flags &= ~KEYBOARD;
key = KN_NONE;
}
}
} else {
/*
** Filter out all special keys except return and backspace
*/ if ((!(key & WWKEY_VK_BIT) && ascii >= ' ' && ascii <= 255)
|| key == KN_RETURN || key == KN_BACKSPACE) {
if ((!(flags & LEFTRELEASE)) && (!(flags & RIGHTRELEASE))) {
if (Handle_Key(Keyboard->To_ASCII(key))) {
flags &= ~KEYBOARD;
key = KN_NONE;
}
}
} else {
flags &= ~KEYBOARD;
key = KN_NONE;
}
}
//KeyASCIIType ascii = (KeyASCIIType)(Keyboard->To_ASCII(key) & 0xff);
Handle_Key(key, flags);
}
#else //WIN32
@@ -374,11 +343,11 @@ void EditClass::Draw_Text(char const * text)
* HISTORY: *
* 01/21/1995 JLB : Created. *
*=============================================================================================*/
bool EditClass::Handle_Key(KeyASCIIType ascii)
bool EditClass::Handle_Key(KeyNumType key, unsigned flags)
{
unsigned char testAscii = (unsigned char)ascii;
unsigned rawKey = key & 0xff;
switch (ascii) {
switch (rawKey) {
/*
** Handle the special case of a non-keyboard event. It is possible that this
** key code might be passed to this routine if this routine has been overridden
@@ -387,6 +356,7 @@ bool EditClass::Handle_Key(KeyASCIIType ascii)
case 0:
break;
/*
** If the return key is pressed, then remove the focus from this edit
** gadget but otherwise let the normal gadget processing proceed. This
@@ -394,14 +364,14 @@ bool EditClass::Handle_Key(KeyASCIIType ascii)
** so that the controlling program will know that the text can be
** processed.
*/
case KA_RETURN:
case KN_RETURN:
Clear_Focus();
return(false);
/*
** When the BACKSPACE key is pressed, remove the last character in the edit string.
*/
case KA_BACKSPACE:
case KN_BACKSPACE:
if (Length) {
Length--;
String[Length] = '\0';
@@ -414,11 +384,13 @@ bool EditClass::Handle_Key(KeyASCIIType ascii)
** if it can legally be added to the edit string and do so if possible.
*/
default:
unsigned char keyAscii = UserInput.KeyB.ASCII;
if (key & KN_SHIFT_BIT || key & KN_CAPSLOCK_BIT) keyAscii = toupper(keyAscii);
/*
** Don't add a character if the length is greater than edit width.
*/
if (((int)String_Pixel_Width(String) + (int)Char_Pixel_Width(testAscii) ) >= (Width-2)) {
if (((int)String_Pixel_Width(String) + (int)Char_Pixel_Width(keyAscii) ) >= (Width-2)) {
break;
}
@@ -431,21 +403,21 @@ bool EditClass::Handle_Key(KeyASCIIType ascii)
** Invisible characters are never added to the string. This is
** especially true for spaces at the beginning of the string.
*/
if (!isgraph(testAscii) && testAscii != ' ') break;
if (testAscii == ' ' && Length == 0) break;
if (!isgraph(keyAscii) && keyAscii != ' ') break;
if (keyAscii == ' ' && Length == 0) break;
/*
** If this is an upper case only edit gadget, then force the alphabetic
** character to upper case.
*/
if ((EditFlags & UPPERCASE) && isalpha(testAscii)) {
testAscii = (KeyASCIIType)toupper(testAscii);
if ((EditFlags & UPPERCASE) && isalpha(keyAscii)) {
rawKey = (KeyASCIIType)toupper(keyAscii);
}
if ((!(EditFlags & NUMERIC) || !isdigit(testAscii)) &&
(!(EditFlags & ALPHA) || !isalpha(testAscii)) &&
(!(EditFlags & MISC) || isalnum(testAscii)) &&
testAscii != ' ') {
if ((!(EditFlags & NUMERIC) || !isdigit(keyAscii)) &&
(!(EditFlags & ALPHA) || !isalpha(keyAscii)) &&
(!(EditFlags & MISC) || isalnum(keyAscii)) &&
rawKey != ' ') {
break;
}
@@ -455,8 +427,9 @@ bool EditClass::Handle_Key(KeyASCIIType ascii)
** because the event flag has been cleared. This prevents the gadget's ID
** number from being returned just because the gadget has been edited.
*/
String[Length++] = testAscii;
String[Length++] = keyAscii;
String[Length] = '\0';
Flag_To_Redraw();
break;
}
+1 -1
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@@ -91,7 +91,7 @@ class EditClass : public ControlClass
virtual int Action (unsigned flags, KeyNumType &key);
virtual void Draw_Background(void);
virtual void Draw_Text(char const * text);
virtual bool Handle_Key(KeyASCIIType ascii);
virtual bool Handle_Key(KeyNumType ascii, unsigned flags);
private:
int IsReadOnly;
+1
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@@ -162,6 +162,7 @@ extern PKey SlowKey;
extern RulesClass Rule;
extern KeyboardClass * Keyboard;
extern UserInputClass UserInput;
extern EventQueueClass EventQueue;
extern RandomStraw CryptRandom;
extern RandomClass NonCriticalRandomNumber;
extern CarryoverClass * Carryover;
+29
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@@ -32,6 +32,7 @@
* Functions: *
* fixed::As_ASCII -- Returns a pointer (static) of this number as an ASCII string. *
* fixed::To_ASCII -- Convert a fixed point number into an ASCII string. *
* fixed::To_Float -- Convert a fixed point number into a float value *
* fixed::fixed -- Constructor for fixed integral from ASCII initializer. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
@@ -40,6 +41,7 @@
#include <stdlib.h>
#include <stdio.h>
#include <ctype.h>
#include <math.h>
/*
@@ -148,6 +150,33 @@ fixed::fixed(char const * ascii)
}
/***********************************************************************************************
* fixed::To_Float -- Convert a fixed point number into a float *
* *
* Use this routine to convert this fixed point number into a float. This can be lossy for *
* fine values. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the float value of this fixed point number *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/27/2020 JJ : Created. *
*=============================================================================================*/
float fixed::To_Float() const
{
unsigned int whole = Data.Composite.Whole;
unsigned int frac = ((unsigned int)Data.Composite.Fraction * 1000U) / PRECISION;
float this_raw_value = (whole + (frac * .001));
return floor(this_raw_value * 100.0 + 0.5) / 100.0;
}
/***********************************************************************************************
* fixed::To_ASCII -- Convert a fixed point number into an ASCII string. *
* *
+5
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@@ -206,6 +206,11 @@ class fixed
int To_ASCII(char * buffer, int maxlen=-1) const;
char const * As_ASCII(void) const;
/*
** Helper function to convert fixed point number to float (JJ)
*/
float To_Float() const;
/*
** Helper constants that provide some convenient fixed point values.
*/
+2 -1
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@@ -200,7 +200,8 @@ struct NoInitClass {
#endif
#include "key.h"
#include "io/UserInput.h"
#include "io/userinput.h"
#include "io/eventqueue.h"
#include <wwlib32.h>
#include "mpu.h"
+21 -77
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@@ -471,7 +471,9 @@ void GadgetClass::Draw_All(bool forced)
*=========================================================================*/
KeyNumType GadgetClass::Input(void)
{
KeyNumType key;
EventMessage eventMessage;
KeyNumType key = KN_NONE;
int flags = 0;
int forced = false;
/*
@@ -488,77 +490,13 @@ KeyNumType GadgetClass::Input(void)
/*
** Fetch any pending keyboard input.
*/
key = Keyboard->Check();
if (key != 0) {
key = Keyboard->Get();
UserInput.Process_Input(key, flags);
if (EventQueue.Check()) {
eventMessage = EventQueue.Get();
eventMessage.Key_Flags(key, flags);
}
/*
** For mouse button clicks, the mouse position is actually held in the MouseQ...
** globals rather than their normal Mouse... globals. This is because we need to
** know the position of the mouse at the exact instant when the click occurred
** rather the the mouse position at the time we get around to this function.
*/
// jmarshall
UserInput.Process_Input( g_globalKeyNumType, g_globalKeyFlags);
int flags = g_globalKeyFlags;
// jmarshall end
/*
** Set the mouse button state flags. These will be passed to the individual
** buttons so that they can determine what action to perform (if any).
*/
//if (key) {
// if (key == KN_LMOUSE) {
// flags |= LEFTPRESS;
// }
// if (key == KN_RMOUSE) {
// flags |= RIGHTPRESS;
// }
// if (key == (KN_LMOUSE | KN_RLSE_BIT)) {
// flags |= LEFTRELEASE;
// }
// if (key == (KN_RMOUSE | KN_RLSE_BIT)) {
// flags |= RIGHTRELEASE;
// }
//}
/*
** If the mouse wasn't responsible for this key code, then it must be from
** the keyboard. Flag this fact.
*/
if (key && !flags) {
flags |= KEYBOARD;
}
/*
** Mouse button up or down action is ignored if there is a keyboard event. This
** allows keyboard events to fall through normally even if the mouse is over a
** gadget that is flagged for LEFTUP or RIGHTUP.
*/
// jmarshall
//if (!key) {
//
// /*
// ** Check for the mouse being held down. We can't use the normal input system
// ** for this, so we must examine the actual current state of the mouse
// ** buttons. As a side note, if we determine that the mouse button isn't being
// ** held down, then we automatically know that it must be up -- set the flag
// ** accordingly.
// */
// if (Keyboard->Down(KN_LMOUSE)) {
// flags |= LEFTHELD;
// } else {
// flags |= LEFTUP;
// }
// if (Keyboard->Down(KN_RMOUSE)) {
// flags |= RIGHTHELD;
// } else {
// flags |= RIGHTUP;
// }
//}
// jmarshall end
/*
** If "sticky" processing is active, then only process the stuck gadget.
*/
@@ -566,30 +504,35 @@ KeyNumType GadgetClass::Input(void)
StuckOn->Draw_Me(false);
GadgetClass* oldstuck = StuckOn;
StuckOn->Clicked_On(key, flags, UserInput.Mouse.X, UserInput.Mouse.Y);
if (StuckOn) {
if (StuckOn)
{
StuckOn->Draw_Me(false);
} else {
}
else {
oldstuck->Draw_Me(false);
}
} else {
}
else
{
/*
** If there is a gadget that has the keyboard focus, then route all keyboard
** events to it.
*/
if (Focused && (flags & KEYBOARD)) {
if (Focused && eventMessage.EventType == EventMessageType::EVENT_KEYBOARD) {
Focused->Draw_Me(false);
Focused->Clicked_On(key, flags, UserInput.Mouse.X, UserInput.Mouse.Y);
if (Focused) {
Focused->Draw_Me(false);
}
} else {
}
else {
/*
** Sweep through all the buttons in the chain and pass the current button state
** and keyboard input data to them. These routines will detect whether they should
** perform some action and return a flag to this effect. They also have the option
** of changing the key value so that an appropriate return value is use for this
** of changing the key value so that an appropriate return value is used for this
** processing routine.
*/
GadgetClass* next_button = this;
@@ -621,6 +564,7 @@ KeyNumType GadgetClass::Input(void)
}
}
}
return(key);
}
+1
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@@ -257,6 +257,7 @@ RulesClass Rule;
** user input class pointer.
*/
UserInputClass UserInput;
EventQueueClass EventQueue;
/***************************************************************************
** All keyboard input is routed through the object pointed to by this
+157
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@@ -0,0 +1,157 @@
#include "../function.h"
#include "eventqueue.h"
/*
Clears the event queue and frees memory
*/
void EventQueueClass::Clear()
{
while (this->eventQueue.size() > 0) {
this->eventQueue.pop();
}
}
/*
Inserts a new event message event into the FIFO buffer.
*/
void EventQueueClass::Put(EventMessage input)
{
if ( Is_Buffer_Full() ) return;
this->eventQueue.push( input );
}
/*
Check if the buffer contains an element
*/
bool EventQueueClass::Check() const
{
return !this->Is_Buffer_Empty();
}
/*
Get the first (unprocessed) element in the event queue
*/
EventMessage EventQueueClass::Get()
{
// wait for buffer
while( !this->Check() ) { }
EventMessage returnVal = this->eventQueue.front();
this->eventQueue.pop();
return returnVal;
}
/*
Returns ASCII value of the key in the buffer
*/
char EventQueueClass::Get_ASCII()
{
// get the last key from the buffer
EventMessage eventMessage = this->Get();
return eventMessage.Keyboard.ASCII;
}
EventMessage::EventMessage(KeyNumType key, char ascii, bool shift, bool alt, bool control, bool capsLock) {
this->Clear();
this->Valid = true;
this->EventType = EventMessageType::EVENT_KEYBOARD;
this->Keyboard.Key = key;
this->Keyboard.Shift = shift;
this->Keyboard.Alt = alt;
this->Keyboard.Control = control;
this->Keyboard.CapsLock = capsLock;
this->Keyboard.ASCII = ascii;
}
EventMessage::EventMessage(int x, int y, unsigned short button, MouseButtonState buttonState)
{
this->Clear();
this->Valid = true;
this->EventType = EventMessageType::EVENT_MOUSE;
this->Mouse.x = x;
this->Mouse.y = y;
this->Mouse.Button = button;
this->Mouse.ButtonState = buttonState;
this->Flags = 0;
if (buttonState == MouseButtonState::MOUSE_BUTTON_UP) {
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTUP : GadgetClass::RIGHTUP;
}
if (buttonState == MouseButtonState::MOUSE_BUTTON_DOWN) {
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTPRESS : GadgetClass::RIGHTPRESS;
}
if (buttonState == MouseButtonState::MOUSE_BUTTON_HOLD) {
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTHELD : GadgetClass::RIGHTHELD;
}
if (buttonState == MouseButtonState::MOUSE_BUTTON_RELEASE) {
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTRELEASE : GadgetClass::RIGHTRELEASE;
}
}
void EventMessage::Key_Flags(KeyNumType& key, int& flags)
{
if (this->EventType == EventMessageType::EVENT_KEYBOARD)
{
flags = this->Flags;
flags |= GadgetClass::KEYBOARD;
unsigned short outputKey = this->Keyboard.Key;
if (this->Keyboard.Shift) outputKey |= KN_SHIFT_BIT;
if (this->Keyboard.Alt) outputKey |= KN_ALT_BIT;
if (this->Keyboard.Control) outputKey |= KN_CTRL_BIT;
key = (KeyNumType)outputKey;
}
if (this->EventType == EventMessageType::EVENT_MOUSE)
{
key = (KeyNumType)this->Mouse.Button;
if (key == KN_LMOUSE) {
switch (this->Mouse.ButtonState)
{
case MouseButtonState::MOUSE_BUTTON_UP:
flags = GadgetClass::LEFTUP;
break;
case MouseButtonState::MOUSE_BUTTON_DOWN:
flags = GadgetClass::LEFTPRESS;
break;
case MouseButtonState::MOUSE_BUTTON_RELEASE:
flags = GadgetClass::LEFTRELEASE;
break;
case MouseButtonState::MOUSE_BUTTON_HOLD:
flags = GadgetClass::LEFTHELD;
break;
}
}
if (key == KN_RMOUSE) {
switch (this->Mouse.ButtonState)
{
case MouseButtonState::MOUSE_BUTTON_UP:
flags = GadgetClass::LEFTUP;
break;
case MouseButtonState::MOUSE_BUTTON_DOWN:
flags = GadgetClass::RIGHTPRESS;
break;
case MouseButtonState::MOUSE_BUTTON_RELEASE:
flags = GadgetClass::RIGHTRELEASE;
break;
case MouseButtonState::MOUSE_BUTTON_HOLD:
flags = GadgetClass::RIGHTHELD;
break;
}
}
}
}
+121
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@@ -0,0 +1,121 @@
#pragma once
#include <memory>
/*
* WWKeyboardClass::Buff_Get -- Lowlevel function to get a key from key buffer*
* WWKeyboardClass::Check -- Checks to see if a key is in the buffer*
* WWKeyboardClass::Down -- Checks to see if the specified key is being held down.*
* WWKeyboardClass::Fetch_Element -- Extract the next element in the keyboard buffer.*
* WWKeyboardClass::Get -- Logic to get a metakey from the buffer*
* WWKeyboardClass::Message_Handler -- Process a windows message as it relates to the keyboar*
* WWKeyboardClass::Peek_Element -- Fetches the next element in the keyboard buffer.*
* WWKeyboardClass::To_ASCII -- Convert the key value into an ASCII representation.*
* WWKeyboardClass::Available_Buffer_Room -- Fetch the quantity of free elements in the keybo*
* ----------------------------------------------*/
/**
* EVENT QUEUE class
* Supports pumping of event messages using a FIFO buffer.
*/
extern UserInputClass UserInput;
/*
Event type definitions
*/
typedef enum EventMessageType {
EVENT_NONE,
EVENT_KEYBOARD,
EVENT_MOUSE
};
/*
Event types
*/
class EventMessage {
public:
EventMessageType EventType;
bool Valid;
EventMessage() {
this->EventType == EVENT_NONE;
this->Keyboard.Key = KN_NONE;
this->Keyboard.Shift = false;
this->Keyboard.Alt = false;
this->Keyboard.Control = false;
this->Keyboard.CapsLock = false;
this->Mouse.x = -1;
this->Mouse.y = -1;
this->Mouse.Button = 0;
this->Mouse.ButtonState = MouseButtonState::MOUSE_BUTTON_UP;
this->Flags = 0;
this->Valid = false;
}
// for keyboard
struct {
KeyNumType Key;
char ASCII;
bool Shift;
bool Alt;
bool Control;
bool CapsLock;
} Keyboard;
// for mouse
struct {
int x;
int y;
unsigned short Button;
MouseButtonState ButtonState;
} Mouse;
// for cascading functions
unsigned short Flags;
EventMessage( KeyNumType key, char asciis, bool shift, bool alt, bool control, bool capsLock );
EventMessage( int x, int y, unsigned short button = KN_LMOUSE, MouseButtonState buttonState = MouseButtonState::MOUSE_BUTTON_DOWN );
void Key_Flags(KeyNumType& key, int& flags);
private:
void Clear() {
this->Keyboard.Key = KN_NONE;
this->Keyboard.Shift = false;
this->Keyboard.Alt = false;
this->Keyboard.Control = false;
this->Keyboard.CapsLock = false;
this->Mouse.x = -1;
this->Mouse.y = -1;
this->Mouse.Button = 0;
this->Mouse.ButtonState = MouseButtonState::MOUSE_BUTTON_UP;
this->Flags = 0;
this->Valid = false;
}
};
class EventQueueClass {
public:
int Get_Mouse_X() const { return UserInput.Mouse.X; }
int Get_Mouse_Y() const { return UserInput.Mouse.Y; }
void Clear();
void Put(EventMessage input);
bool Check() const;
EventMessage Get();
char EventQueueClass::Get_ASCII();
private:
const int MaxCapacity = 100;
std::queue< EventMessage > eventQueue;
bool Is_Buffer_Full() const { return this->eventQueue.size() == MaxCapacity; }
bool Is_Buffer_Empty() const { return this->eventQueue.size() == 0; }
};
+93 -10
View File
@@ -1,18 +1,60 @@
#include "../FUNCTION.H"
#include "UserInput.h"
#include "../function.h"
#include "userinput.h"
extern KeyboardClass* Keyboard;
std::map<KeyNumType, SDL_KeyCode> sdl_keyMapping_reverse;
UserInputClass::UserInputClass()
{
LastAction = InputAction::INPUT_ACTION_NONE;
// generate reverse keymapping
for (auto it = sdl_keyMapping.begin(); it != sdl_keyMapping.end(); it++)
{
sdl_keyMapping_reverse[it->second] = it->first;
}
}
bool UserInputClass::KeyboardState::Key_Down(KeyNumType key) const
{
auto sdl_Key = sdl_keyMapping_reverse.find(key);
if (sdl_Key != sdl_keyMapping_reverse.end())
{
const SDL_Scancode scanCode = SDL_GetScancodeFromKey(sdl_Key->second);
const Uint8* keyState = SDL_GetKeyboardState(NULL);
return (keyState[scanCode]);
}
return false;
}
bool UserInputClass::MouseState::Mouse_Down(KeyNumType key) const
{
// get mouse state, we are only interested in the buttons
const Uint32 MouseState = SDL_GetMouseState(NULL, NULL);
switch (key)
{
case KN_LMOUSE:
return MouseState & SDL_BUTTON(SDL_BUTTON_LEFT);
break;
case KN_RMOUSE:
return MouseState & SDL_BUTTON(SDL_BUTTON_RIGHT);
break;
}
}
void UserInputClass::Process_Input(KeyNumType& key, int& flags)
{
bool leftMouseProcessed = false;
SDL_GetMouseState(&Mouse.X, &Mouse.Y);
const Uint32 MouseState = SDL_GetMouseState(&Mouse.X, &Mouse.Y);
flags = 0;
Keyboard->MouseQX = Mouse.X;
Keyboard->MouseQY = Mouse.Y;
flags = 0;
static SDL_Event event;
memset(&event, 0, sizeof(SDL_Event));
@@ -44,8 +86,13 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
break;
/* Mouse is moving */
case SDL_MOUSEMOTION:
flags = GadgetClass::LEFTUP;
if (!(MouseState & SDL_BUTTON(SDL_BUTTON_LEFT)))
{
flags |= GadgetClass::LEFTUP;
}
break;
case SDL_MOUSEBUTTONDOWN:
@@ -55,14 +102,22 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
key = KN_LMOUSE;
flags |= GadgetClass::LEFTPRESS;
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_LMOUSE));
Keyboard->Put_Element(KN_LMOUSE);
leftMouseProcessed = true;
numFramesLMouse++;
// after first left-mouse down, abort handling any other SDL events
// because game might first need to switch into rubber band mode
if (numFramesLMouse == 1) return;
}
else if (event.button.button == SDL_BUTTON_RIGHT) {
Mouse.Button_Right == MouseButtonState::MOUSE_BUTTON_DOWN;
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_RMOUSE));
Keyboard->Put_Element(KN_RMOUSE);
key = KN_RMOUSE;
@@ -75,19 +130,29 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
case SDL_MOUSEBUTTONUP:
if (event.button.button == SDL_BUTTON_LEFT) {
Mouse.Button_Left == MouseButtonState::MOUSE_BUTTON_RELEASE;
flags &= GadgetClass::LEFTPRESS;
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_LMOUSE, MouseButtonState::MOUSE_BUTTON_RELEASE));
flags |= GadgetClass::LEFTRELEASE;
numFramesLMouse = 0;
}
else if (event.button.button == SDL_BUTTON_RIGHT) {
Mouse.Button_Right == MouseButtonState::MOUSE_BUTTON_RELEASE;
flags &= GadgetClass::RIGHTPRESS;
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_RMOUSE, MouseButtonState::MOUSE_BUTTON_RELEASE));
flags |= GadgetClass::RIGHTRELEASE;
numFramesLMouse = 0;
}
break;
// Keyboard key lifted up
case SDL_KEYUP:
flags |= GadgetClass::KEYBOARD;
break;
// Keyboard key pressed down
case SDL_KEYDOWN:
{
if (event.key.keysym.scancode == SDL_SCANCODE_GRAVE) {
@@ -104,7 +169,14 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
break;
}
flags |= GadgetClass::KEYBOARD;
int keyFlags = 0x00;
KeyB.Shift = false;
KeyB.Alt = false;
KeyB.Control = false;
KeyB.CapsLock = false;
if (state[SDL_SCANCODE_RSHIFT] || state[SDL_SCANCODE_LSHIFT]) {
KeyB.Shift = true;
keyFlags |= KN_SHIFT_BIT;
@@ -117,13 +189,22 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
keyFlags |= KN_CTRL_BIT;
KeyB.Control = true;
}
if (state[SDL_SCANCODE_CAPSLOCK]) {
keyFlags |= KN_CAPSLOCK_BIT;
KeyB.CapsLock = true;
}
// handle match between SDL and internals ( non-text keys )
auto element = sdl_keyMapping.find((SDL_KeyCode)event.key.keysym.sym);
if (element != sdl_keyMapping.end())
{
//EventQueue.Put( element->second | keyFlags );
EventQueue.Put(EventMessage((KeyNumType)element->second, element->second, KeyB.Shift, KeyB.Alt, KeyB.Control, KeyB.CapsLock));
Keyboard->Put_Element(element->second | keyFlags);
KeyB.ASCII = element->second;
KeyB.LastKey = element->first;
KeyB.ASCII = 0x0;
}
break;
@@ -145,6 +226,8 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
if (!leftMouseProcessed && numFramesLMouse != 0)
{
Mouse.Button_Left == MouseButtonState::MOUSE_BUTTON_HOLD;
flags = GadgetClass::LEFTHELD;
flags |= GadgetClass::LEFTHELD;
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_LMOUSE, MouseButtonState::MOUSE_BUTTON_HOLD));
}
}
+24 -8
View File
@@ -1,9 +1,9 @@
#ifndef USERINPUT_H
#define USERINPUT_H
#pragma once
#include <SDL.h>
#include <SDL_syswm.h>
#include <map>
#include <queue>
#include "examples/imgui_impl_sdl.h"
@@ -86,11 +86,20 @@ std::map<SDL_KeyCode, KeyNumType> const sdl_keyMapping = {
{ SDLK_DOWN, KN_DOWN },
{ SDLK_LEFT, KN_LEFT },
{ SDLK_RIGHT, KN_RIGHT },
};
class UserInputClass
{
public:
{ SDLK_LALT, KN_LALT },
{ SDLK_RALT, KN_RALT },
{ SDLK_LCTRL, KN_LCTRL },
{ SDLK_RCTRL, KN_RCTRL },
{ SDLK_LSHIFT, KN_LSHIFT },
{ SDLK_RSHIFT, KN_RSHIFT },
};
extern std::map<KeyNumType, SDL_KeyCode> sdl_keyMapping_reverse;
const int USERINPUT_SHIFT_BIT = 0x100;
const int USERINPUT_CTRL_BIT = 0x200;
const int USERINPUT_ALT_BIT = 0x400;
typedef enum {
MOUSE_BUTTON_UP,
MOUSE_BUTTON_DOWN,
@@ -104,6 +113,10 @@ class UserInputClass
INPUT_ACTION_MOUSE,
} InputAction;
class UserInputClass
{
public:
UserInputClass();
void UserInputClass::Process_Input(KeyNumType& key = g_globalKeyNumType, int& flags = g_globalKeyFlags);
InputAction LastAction;
@@ -116,6 +129,9 @@ class UserInputClass
bool Shift;
bool Control;
bool Alt;
bool CapsLock;
bool Key_Down(KeyNumType key) const;
void ResetState() {
this->Shift = false;
@@ -135,6 +151,8 @@ class UserInputClass
MouseButtonState Button_Middle;
MouseButtonState Button_Right;
bool UserInputClass::MouseState::Mouse_Down(KeyNumType key) const;
void ResetState() {
this->Button_Left = MouseButtonState::MOUSE_BUTTON_UP;
this->Button_Middle = MouseButtonState::MOUSE_BUTTON_UP;
@@ -146,5 +164,3 @@ class UserInputClass
private:
int numFramesLMouse = 0;
};
#endif
+1 -1
View File
@@ -372,7 +372,7 @@ bool WWKeyboardClass::Down(unsigned short key)
return g_globalKeyFlags & GadgetClass::RIGHTPRESS;
}
return(GetAsyncKeyState(key & 0xFF) == 0 ? false : true);
return UserInput.KeyB.Key_Down((KeyNumType)key);
}
+112 -107
View File
@@ -525,119 +525,124 @@ typedef enum KeyASCIIType {
typedef enum KeyNumType {
KN_NONE = 0,
KN_0 = VK_0,
KN_1 = VK_1,
KN_2 = VK_2,
KN_3 = VK_3,
KN_4 = VK_4,
KN_5 = VK_5,
KN_6 = VK_6,
KN_7 = VK_7,
KN_8 = VK_8,
KN_9 = VK_9,
KN_A = VK_A,
KN_B = VK_B,
KN_BACKSLASH = VK_NONE_DC,
KN_BACKSPACE = VK_BACK,
KN_C = VK_C,
KN_CAPSLOCK = VK_CAPITAL,
KN_CENTER = VK_CLEAR,
KN_COMMA = VK_NONE_BC,
KN_D = VK_D,
KN_DELETE = VK_DELETE,
KN_DOWN = VK_DOWN,
KN_DOWNLEFT = VK_END,
KN_DOWNRIGHT = VK_NEXT,
KN_E = VK_E,
KN_END = VK_END,
KN_EQUAL = VK_NONE_BB,
KN_ESC = VK_ESCAPE,
KN_E_DELETE = VK_DELETE,
KN_E_DOWN = VK_NUMPAD2,
KN_E_END = VK_NUMPAD1,
KN_E_HOME = VK_NUMPAD7,
KN_E_INSERT = VK_INSERT,
KN_E_LEFT = VK_NUMPAD4,
KN_E_PGDN = VK_NUMPAD3,
KN_E_PGUP = VK_NUMPAD9,
KN_E_RIGHT = VK_NUMPAD6,
KN_E_UP = VK_NUMPAD8,
KN_F = VK_F,
KN_F1 = VK_F1,
KN_F10 = 67,
KN_F11 = 68,
KN_F12 = 69,
KN_F2 = 59,
KN_F3 = 60,
KN_F4 = 61,
KN_F5 = 62,
KN_F6 = 63,
KN_F7 = 64,
KN_F8 = 65,
KN_F9 = 66,
KN_G = VK_G,
KN_GRAVE = VK_NONE_C0,
KN_H = VK_H,
KN_HOME = VK_HOME,
KN_I = VK_I,
KN_INSERT = VK_INSERT,
KN_J = VK_J,
KN_K = VK_K,
KN_KEYPAD_ASTERISK= VK_MULTIPLY,
KN_KEYPAD_MINUS = VK_SUBTRACT,
KN_KEYPAD_PLUS = VK_ADD,
KN_KEYPAD_RETURN = VK_RETURN,
KN_KEYPAD_SLASH = VK_DIVIDE,
KN_L = VK_L,
KN_LALT = VK_MENU,
KN_LBRACKET = VK_NONE_DB,
KN_LCTRL = VK_CONTROL,
KN_LEFT = VK_LEFT,
KN_LMOUSE = VK_LBUTTON,
KN_LSHIFT = VK_SHIFT,
KN_M = VK_M,
KN_MINUS = VK_NONE_BD,
KN_N = VK_N,
KN_NUMLOCK = VK_NUMLOCK,
KN_O = VK_O,
KN_P = VK_P,
KN_PAUSE = VK_PAUSE,
KN_PERIOD = VK_NONE_BE,
KN_PGDN = VK_NEXT,
KN_PGUP = VK_PRIOR,
KN_PRNTSCRN = VK_PRINT,
KN_Q = VK_Q,
KN_R = VK_R,
KN_RALT = VK_MENU,
KN_RBRACKET = VK_NONE_DD,
KN_RCTRL = VK_CONTROL,
KN_RETURN = VK_RETURN,
KN_RIGHT = VK_RIGHT,
KN_RMOUSE = VK_RBUTTON,
KN_RSHIFT = VK_SHIFT,
KN_S = VK_S,
KN_SCROLLLOCK = VK_SCROLL,
KN_SEMICOLON = VK_NONE_BA,
KN_SLASH = VK_NONE_BF,
KN_SPACE = VK_SPACE,
KN_SQUOTE = VK_NONE_DE,
KN_T = VK_T,
KN_TAB = VK_TAB,
KN_U = VK_U,
KN_UP = VK_UP,
KN_UPLEFT = VK_HOME,
KN_UPRIGHT = VK_PRIOR,
KN_V = VK_V,
KN_W = VK_W,
KN_X = VK_X,
KN_Y = VK_Y,
KN_Z = VK_Z,
KN_0,
KN_1,
KN_2,
KN_3,
KN_4,
KN_5,
KN_6,
KN_7,
KN_8,
KN_9,
KN_A,
KN_B,
KN_C,
KN_D,
KN_E,
KN_F,
KN_G,
KN_H,
KN_I,
KN_J,
KN_K,
KN_L,
KN_M,
KN_N,
KN_O,
KN_P,
KN_Q,
KN_R,
KN_S,
KN_T,
KN_U,
KN_V,
KN_W,
KN_X,
KN_Y,
KN_Z,
KN_BACKSLASH,
KN_BACKSPACE,
KN_CAPSLOCK,
KN_CENTER,
KN_COMMA,
KN_DELETE,
KN_DOWN,
KN_DOWNLEFT,
KN_DOWNRIGHT,
KN_END,
KN_EQUAL,
KN_ESC,
KN_E_DELETE,
KN_E_DOWN,
KN_E_END,
KN_E_HOME,
KN_E_INSERT,
KN_E_LEFT,
KN_E_PGDN,
KN_E_PGUP,
KN_E_RIGHT,
KN_E_UP,
KN_GRAVE,
KN_HOME,
KN_INSERT,
KN_KEYPAD_ASTERISK,
KN_KEYPAD_MINUS,
KN_KEYPAD_PLUS,
KN_KEYPAD_RETURN,
KN_KEYPAD_SLASH,
KN_MINUS,
KN_NUMLOCK,
KN_PAUSE,
KN_PERIOD,
KN_PGDN,
KN_PGUP,
KN_PRNTSCRN,
KN_SCROLLLOCK,
KN_SEMICOLON,
KN_SLASH,
KN_SPACE,
KN_SQUOTE,
KN_TAB,
KN_UP,
KN_UPLEFT,
KN_UPRIGHT,
KN_LALT,
KN_LBRACKET,
KN_LCTRL,
KN_LEFT,
KN_LMOUSE,
KN_LSHIFT,
KN_RALT,
KN_RBRACKET,
KN_RCTRL,
KN_RETURN,
KN_RIGHT,
KN_RMOUSE,
KN_RSHIFT,
KN_F1,
KN_F2,
KN_F3,
KN_F4,
KN_F5,
KN_F6,
KN_F7,
KN_F8,
KN_F9,
KN_F10,
KN_F11,
KN_F12,
KN_SHIFT_BIT = WWKEY_SHIFT_BIT,
KN_CTRL_BIT = WWKEY_CTRL_BIT,
KN_ALT_BIT = WWKEY_ALT_BIT,
KN_RLSE_BIT = WWKEY_RLS_BIT,
KN_BUTTON = WWKEY_BTN_BIT,
KN_CAPSLOCK_BIT = WWKEY_SHIFT_BIT,
} KeyNumType;
File diff suppressed because it is too large Load Diff
+117 -1
View File
@@ -1,4 +1,4 @@
// MapScript.h
// mapscript.h
//
#ifndef MAPSCRIPT_H
@@ -15,11 +15,22 @@ extern "C" {
// Object Cache Item
// Stores an id lookup table
struct MapScriptObject {
int UID; // The UID of the object (to prevent ID collisions)
int ID=-1; // The object's "Global ID"
int classIndex=-1; // The object's "Global ID"
RTTIType RTTI; // The type of object
};
// Stores defaults of object attributes whenever they are changed for the first time (for later restoration)
struct MapScriptDefaultObjectAttribute {
RTTIType RTTI; // The type of object
int ID=-1; // The index of the object in its heap
int attribute;
int value;
};
//
// MapScript Class
@@ -27,6 +38,7 @@ struct MapScriptObject {
class MapScript {
public:
int cUID = 0;
~MapScript() { Deinit(); };
@@ -34,15 +46,114 @@ public:
bool Init(const char* mapName);
void Deinit();
MapScriptObject* CreateCacheObject();
void CallFunction(const char* functionName);
void SetLuaPath(const char* input_path);
std::vector<MapScriptObject*> ObjectCache;
std::vector<MapScriptDefaultObjectAttribute*> DefaultObjectTypeAttributeCache;
private:
lua_State* L;
};
// Enums
typedef enum MapScriptObjectAttributeType : char {
// Techno types
ATTRIBUTE_TYPE=0,
ATTRIBUTE_STRENGTH,
ATTRIBUTE_MAX_STRENGTH,
ATTRIBUTE_COST,
ATTRIBUTE_SIGHT_RANGE,
ATTRIBUTE_TECH_LEVEL,
ATTRIBUTE_ARMOR,
ATTRIBUTE_PRIMARY_WEAPON,
ATTRIBUTE_SECONDARY_WEAPON,
ATTRIBUTE_SPEED,
ATTRIBUTE_MAX_SPEED,
ATTRIBUTE_MAX_AMMO,
ATTRIBUTE_ROTATION_SPEED,
ATTRIBUTE_CRUSHABLE,
ATTRIBUTE_STEALTHY,
ATTRIBUTE_SELECTABLE,
ATTRIBUTE_LEGAL_TARGET,
ATTRIBUTE_REPAIRABLE,
ATTRIBUTE_SELF_HEALING,
ATTRIBUTE_EXPLODES,
ATTRIBUTE_HAS_CREW,
ATTRIBUTE_MAX_PASSENGERS,
ATTRIBUTE_IS_REPAIRING,
// Building Specific
ATTRIBUTE_CAPACITY,
ATTRIBUTE_POWER,
ATTRIBUTE_SELLABLE,
// Unit Specific
ATTRIBUTE_CRATE_GOODIE,
ATTRIBUTE_CRUSHER,
ATTRIBUTE_HARVEST,
ATTRIBUTE_RADAR_EQUIPPED,
ATTRIBUTE_JAMMER,
ATTRIBUTE_GAPPER,
// Infantry Specific
ATTRIBUTE_FEMALE,
ATTRIBUTE_CAPTURE,
ATTRIBUTE_FRAIDY_CAT,
ATTRIBUTE_CIVILIAN,
ATTRIBUTE_BOMBER,
ATTRIBUTE_DOG
} MapScriptObjectAttributeType;
// Enums
typedef enum MapScriptHouseAttributeType : char {
// Techno types
HOUSE_ATTRIBUTE_IQ = 0,
HOUSE_ATTRIBUTE_TECH_LEVEL,
HOUSE_ATTRIBUTE_IS_HUMAN,
HOUSE_ATTRIBUTE_FIREPOWER_BIAS,
HOUSE_ATTRIBUTE_GROUNDSPEED_BIAS,
HOUSE_ATTRIBUTE_ARMOR_BIAS,
HOUSE_ATTRIBUTE_ROF_BIAS,
HOUSE_ATTRIBUTE_COST_BIAS,
HOUSE_ATTRIBUTE_REPAIR_DELAY,
HOUSE_ATTRIBUTE_BUILD_DELAY,
HOUSE_ATTRIBUTE_STARTED,
HOUSE_ATTRIBUTE_ALERTED,
HOUSE_ATTRIBUTE_BASE_BUILDING,
HOUSE_ATTRIBUTE_DISCOVERED,
HOUSE_ATTRIBUTE_CAPACITY,
HOUSE_ATTRIBUTE_TIBERIUM,
HOUSE_ATTRIBUTE_CREDITS,
HOUSE_ATTRIBUTE_ALERT_TIMER,
HOUSE_ATTRIBUTE_REPAIR_TIMER,
HOUSE_ATTRIBUTE_POINTS,
HOUSE_ATTRIBUTE_DESTROYED_BUILDINGS,
HOUSE_ATTRIBUTE_DESTROYED_VEHICLES,
HOUSE_ATTRIBUTE_DESTROYED_INFANTRY,
HOUSE_ATTRIBUTE_DESTROYED_AIRCRAFT,
HOUSE_ATTRIBUTE_DESTROYED_VESSELS,
HOUSE_ATTRIBUTE_CAPTURED_BUILDINGS,
HOUSE_ATTRIBUTE_CRATES,
HOUSE_ATTRIBUTE_BUILDING_FACTORIES,
HOUSE_ATTRIBUTE_UNIT_FACTORIES,
HOUSE_ATTRIBUTE_INFANTRY_FACTORIES,
HOUSE_ATTRIBUTE_AIRCRAFT_FACTORIES,
HOUSE_ATTRIBUTE_VESSEL_FACTORIES,
HOUSE_ATTRIBUTE_POWER,
HOUSE_ATTRIBUTE_DRAIN,
HOUSE_ATTRIBUTE_LAST_ATTACKER
} MapScriptHouseAttributeType;
// Non-Class-Functions
bool Script_SetObjectTrigger(int input_object_id, TriggerClass* input_trigger);
ObjectClass* Script_GetCacheObject(int input_object_id);
@@ -53,4 +164,9 @@ int Script_AircraftIndexFromID(int input_object_id);
int Script_InfantryIndexFromID(int input_object_id);
int Script_VesselIndexFromID(int input_object_id);
static int Script_SetObjectTypeAttribute(lua_State* L, TechnoTypeClass* this_type_class, MapScriptObjectAttributeType attribute_type);
static int Script_GetObjectTypeAttribute(lua_State* L, TechnoTypeClass* this_type_class, MapScriptObjectAttributeType attribute_type);
void Script_CacheDefaultObjectTypeAttribute(RTTIType input_rtti, int input_id, MapScriptObjectAttributeType input_attribute, int input_value);
#endif
+2 -1
View File
@@ -591,6 +591,7 @@ void OptionsClass::Load_Settings(void)
SlowPalette = ini.Get_Bool(OPTIONS, "SlowPalette", SlowPalette);
IsPaletteScroll = ini.Get_Bool(OPTIONS, "PaletteScroll", IsPaletteScroll);
/*
KeyForceMove1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyForceMove1", KeyForceMove1);
KeyForceMove2 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyForceMove2", KeyForceMove2);
KeyForceAttack1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyForceAttack1", KeyForceAttack1);
@@ -641,7 +642,6 @@ void OptionsClass::Load_Settings(void)
KeyTeam9 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam9", KeyTeam9);
KeyTeam10 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam10", KeyTeam10);
#ifdef WIN32
KeyForceMove1 = (KeyNumType)(KeyForceMove1 & ~WWKEY_VK_BIT);
KeyForceMove2 = (KeyNumType)(KeyForceMove2 & ~WWKEY_VK_BIT);
@@ -693,6 +693,7 @@ void OptionsClass::Load_Settings(void)
KeyTeam9 = (KeyNumType)(KeyTeam9 & ~WWKEY_VK_BIT);
KeyTeam10 = (KeyNumType)(KeyTeam10 & ~WWKEY_VK_BIT);
#endif
*/
}
+20 -11
View File
@@ -169,6 +169,7 @@ void PowerClass::Draw_It(bool complete)
// jmarshall - render the world before the power bar.
RadarClass::Draw_It(complete);
// jmarshall end
{
BStart(BENCH_POWER);
@@ -190,13 +191,13 @@ void PowerClass::Draw_It(bool complete)
int bottomOfBar = (88 * RESFACTOR) + 56;
while(bottomOfBar < PowerButton.Height + 34 )
while (bottomOfBar < PowerButton.Height + 42)
{
CC_Draw_Shape(PowerBarShape, 1, ScreenWidth - (640 - (240 * RESFACTOR)), bottomOfBar, WINDOW_MAIN, flags | SHAPE_NORMAL | SHAPE_WIN_REL, remap);
bottomOfBar += 8 * RESFACTOR;
}
int bottom = ( PowerButton.Y * RESFACTOR ) + PowerButton.Height;
int bottom = bottomOfBar + (28 * RESFACTOR);
/*
** Determine how much the power production exceeds or falls short
@@ -207,8 +208,6 @@ void PowerClass::Draw_It(bool complete)
power_height = Bound(power_height, 0, PowerButton.Height - 2);
drain_height = Bound(drain_height, 0, PowerButton.Height - 2);
bottom -= (15 * RESFACTOR);
/*
** Draw the power output graphic on top of the power bar framework.
*/
@@ -244,8 +243,11 @@ void PowerClass::Draw_It(bool complete)
/*
** Draw the power drain threshold marker.
*/
if (PlayerPtr->Drain > 0)
{
CC_Draw_Shape(PowerShape, 0, ScreenWidth - (640 - (((POWER_X * RESFACTOR)) + RESFACTOR)), bottom - (drain_height + (2 * RESFACTOR)), WINDOW_MAIN, flags | SHAPE_NORMAL, remap);
}
}
LogicPage->Unlock();
}
BEnd(BENCH_POWER);
@@ -287,9 +289,11 @@ void PowerClass::AI(KeyNumType &input, int x, int y)
PowerBounce = 12;
if (PowerHeight > DesiredPowerHeight) {
PowerDir = -1;
} else if (PowerHeight < DesiredPowerHeight) {
}
else if (PowerHeight < DesiredPowerHeight) {
PowerDir = 1;
} else {
}
else {
PowerBounce = 0;
}
}
@@ -304,9 +308,11 @@ void PowerClass::AI(KeyNumType &input, int x, int y)
DrainBounce = 12;
if (DrainHeight > DesiredDrainHeight) {
DrainDir = -1;
} else if (DrainHeight < DesiredDrainHeight) {
}
else if (DrainHeight < DesiredDrainHeight) {
DrainDir = 1;
} else {
}
else {
DrainBounce = 0;
}
}
@@ -315,7 +321,8 @@ void PowerClass::AI(KeyNumType &input, int x, int y)
IsToRedraw = true;
Flag_To_Redraw(false);
DrainBounce--;
} else {
}
else {
/*
** If we need to move the drain height then do so.
*/
@@ -328,7 +335,8 @@ void PowerClass::AI(KeyNumType &input, int x, int y)
IsToRedraw = true;
Flag_To_Redraw(false);
PowerBounce--;
} else {
}
else {
/*
** If we need to move the power height then do so.
*/
@@ -452,7 +460,8 @@ int PowerClass::PowerButtonClass::Action(unsigned flags, KeyNumType & key)
Map.Override_Mouse_Shape(MOUSE_NORMAL);
if (PlayerPtr->Power_Fraction() < 1 && PlayerPtr->Power > 0) {
Map.Help_Text(TXT_POWER_OUTPUT_LOW, -1, -1, GadgetClass::Get_Color_Scheme()->Color);
} else {
}
else {
Map.Help_Text(TXT_POWER_OUTPUT, -1, -1, GadgetClass::Get_Color_Scheme()->Color);
}
GadgetClass::Action(flags, key);
+1
View File
@@ -164,6 +164,7 @@ int ShapeButtonClass::Draw_Me(int forced)
}
CC_Draw_Shape(ShapeData, shapenum, X, Y, WINDOW_MAIN, SHAPE_NORMAL);
/*
** Display the mouse.
*/
+88 -63
View File
@@ -332,7 +332,8 @@ void SidebarClass::Init_IO(void)
if ((IsRadarActive && Is_Zoomable()) || Session.Type != GAME_NORMAL) {
Zoom.Enable();
} else {
}
else {
Zoom.Disable();
}
Column[0].Init_IO(0);
@@ -772,19 +773,16 @@ void SidebarClass::Draw_It(bool complete)
*/
int shape = complete ? 0 : 1;
/*
** The sidebar shape is too big in 640x400 so it needs to be drawn in three chunks.
*/
CC_Draw_Shape(SidebarShape, 0, SIDE_X * RESFACTOR, 8 * RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL);
// @@ this one repeats
CC_Draw_Shape(SidebarMiddleShape, shape, SIDE_X * RESFACTOR, (8 + 80) * RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL);
CC_Draw_Shape(SidebarBottomShape, shape, SIDE_X * RESFACTOR, ScreenHeight - ( 80*RESFACTOR ), WINDOW_MAIN, SHAPE_WIN_REL);
CC_Draw_Shape(SidebarBottomShape, shape, SIDE_X * RESFACTOR, ScreenHeight - (80 * RESFACTOR) + 3, WINDOW_MAIN, SHAPE_WIN_REL);
Repair.Draw_Me(true);
Upgrade.Draw_Me(true);
Zoom.Draw_Me(true);
LogicPage->Unlock();
}
}
@@ -802,7 +800,6 @@ void SidebarClass::Draw_It(bool complete)
Zoom.Draw_Me(true);
}
}
//IsToRedraw = false;
BEnd(BENCH_SIDEBAR);
}
@@ -894,7 +891,8 @@ void SidebarClass::AI(KeyNumType & input, int x, int y)
*/
if (PlayerPtr->BScan) {
Activate_Repair(true);
} else {
}
else {
Activate_Repair(false);
}
@@ -1048,7 +1046,8 @@ bool SidebarClass::Activate(int control)
Add_A_Button(Map.RadarButton);
Map.PowerButton.Zap();
Add_A_Button(Map.PowerButton);
} else {
}
else {
Help_Text(TXT_NONE);
Set_View_Dimensions(0, 0);
Remove_A_Button(Repair);
@@ -1226,30 +1225,17 @@ void SidebarClass::StripClass::Init_IO(int id)
UpButton[ID].ID = BUTTON_UP + id;
UpButton[ID].X = X + (UP_X_OFFSET * RESFACTOR);
UpButton[ID].Y = HEIGHT - ((OBJECT_HEIGHT + 7) * RESFACTOR);
#if (FRENCH)
#ifdef WIN32
UpButton[ID].Set_Shape(MFCD::Retrieve("STRIPUP.SHP"));
#else
UpButton[ID].Set_Shape(MFCD::Retrieve("STUP_FIX.SHP"));
#endif
#else //FRENCH
UpButton[ID].Set_Shape(MFCD::Retrieve("STRIPUP.SHP"));
#endif //FRENCH
DownButton[ID].IsSticky = true;
DownButton[ID].ID = BUTTON_DOWN + id;
DownButton[ID].X = X + (DOWN_X_OFFSET * RESFACTOR);
DownButton[ID].Y = HEIGHT - ((OBJECT_HEIGHT + 7) * RESFACTOR);
/*
** Buttons are in a slightly different position in the new sidebar
*/
UpButton[ID].Y--;
DownButton[ID].Y--;
DownButton[ID].Set_Shape(MFCD::Retrieve("STRIPDN.SHP"));
UpButton[ID].Y += 3;
DownButton[ID].Y += 3;
for (int index = 0; index < MaxButtonsVisible; index++) {
SelectClass& g = SelectButton[ID][index];
g.ID = BUTTON_SELECT;
@@ -1458,7 +1444,8 @@ bool SidebarClass::StripClass::Scroll(bool up)
if (up) {
if (!TopIndex) return(false);
Scroller--;
} else {
}
else {
if (TopIndex + MaxButtonsVisible >= BuildableCount) return(false);
Scroller++;
}
@@ -1538,7 +1525,8 @@ bool SidebarClass::StripClass::AI(KeyNumType & input, int , int )
if (!IsScrolling && Scroller) {
if (BuildableCount <= MaxButtonsVisible) {
Scroller = 0;
} else {
}
else {
/*
** Top of list is moving toward lower ordered entries in the object list. It looks like
@@ -1548,7 +1536,8 @@ bool SidebarClass::StripClass::AI(KeyNumType & input, int , int )
if (Scroller < 0) {
if (!TopIndex) {
Scroller = 0;
} else {
}
else {
Scroller++;
IsScrollingDown = false;
IsScrolling = true;
@@ -1556,10 +1545,12 @@ bool SidebarClass::StripClass::AI(KeyNumType & input, int , int )
Slid = 0;
}
} else {
}
else {
if (TopIndex + MaxButtonsVisible >= BuildableCount) {
Scroller = 0;
} else {
}
else {
Scroller--;
Slid = OBJECT_HEIGHT;
IsScrollingDown = true;
@@ -1580,7 +1571,8 @@ bool SidebarClass::StripClass::AI(KeyNumType & input, int , int )
Slid = 0;
TopIndex++;
}
} else {
}
else {
Slid += SCROLL_RATE;
if (Slid >= OBJECT_HEIGHT) {
IsScrolling = false;
@@ -1780,7 +1772,8 @@ void SidebarClass::StripClass::Draw_It(bool complete)
completed = factory->Has_Completed();
stage = factory->Completion();
darken = false;
} else {
}
else {
production = false;
// darken = IsBuilding;
@@ -1790,11 +1783,13 @@ void SidebarClass::StripClass::Draw_It(bool complete)
*/
darken = isbusy;
}
} else {
}
else {
darken = PlayerPtr->Is_Hack_Prevented(Buildables[index].BuildableType, Buildables[index].BuildableID);
}
} else {
}
else {
spc = SpecialWeaponType(Buildables[index].BuildableID);
shapefile = Get_Special_Cameo(spc);
@@ -1815,19 +1810,22 @@ void SidebarClass::StripClass::Draw_It(bool complete)
remapper = Map.FadingLight;
}
} else {
}
else {
shapefile = LogoShapes;
if (!darken) {
shapenum = SB_BLANK;
}
}
} else {
}
else {
shapefile = LogoShapes;
shapenum = SB_BLANK;
production = false;
}
remapper = 0;
/*
** Now that the shape of the object at the current working slot has been found,
** draw it and any graphic overlays as necessary.
@@ -1870,7 +1868,8 @@ void SidebarClass::StripClass::Draw_It(bool complete)
(x - (WindowList[WINDOW_SIDEBAR][WINDOWX])) + (LEFT_EDGE_OFFSET + 15) * RESFACTOR,
(y - WindowList[WINDOW_SIDEBAR][WINDOWY]) + (4 * RESFACTOR),
WINDOW_SIDEBAR, SHAPE_CENTER);
} else {
}
else {
CC_Draw_Shape(ClockShapes, stage + 1,
x - (WindowList[WINDOW_SIDEBAR][WINDOWX]) + (LEFT_EDGE_OFFSET * RESFACTOR),
@@ -1935,10 +1934,12 @@ bool SidebarClass::StripClass::Recalc(void)
TechnoTypeClass const* tech = Fetch_Techno_Type(Buildables[index].BuildableType, Buildables[index].BuildableID);
if (tech != NULL) {
ok = tech->Who_Can_Build_Me(true, false, PlayerPtr->Class->House) != NULL;
} else {
}
else {
if ((unsigned)Buildables[index].BuildableID < SPC_COUNT) {
ok = PlayerPtr->SuperWeapon[Buildables[index].BuildableID].Is_Present();
} else {
}
else {
ok = false;
}
}
@@ -2068,7 +2069,8 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & k
if (index < Strip->BuildableCount) {
if (otype != RTTI_SPECIAL) {
choice = Fetch_Techno_Type(otype, oid);
} else {
}
else {
spc = SpecialWeaponType(oid);
}
@@ -2076,7 +2078,8 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & k
factory = Factories.Raw_Ptr(fnumber);
}
} else {
}
else {
Map.Help_Text(TXT_NONE);
}
@@ -2109,16 +2112,19 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & k
Map.IsTargettingMode = spc;
Unselect_All();
Speak(VOX_SELECT_TARGET);
} else {
}
else {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_SONAR_PULSE, 0));
}
} else {
}
else {
PlayerPtr->SuperWeapon[spc].Impatient_Click();
}
}
}
} else {
}
else {
if (choice != NULL) {
@@ -2158,7 +2164,8 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & k
if (!factory->Is_Building()) {
Speak(VOX_CANCELED);
OutList.Add(EventClass(EventClass::ABANDON, otype, oid));
} else {
}
else {
Speak(VOX_SUSPENDED);
OutList.Add(EventClass(EventClass::SUSPEND, otype, oid));
Map.Column[0].IsToRedraw = true;
@@ -2188,7 +2195,8 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & k
*/
if (factory->Is_Building()) {
Speak(VOX_NO_FACTORY);
} else {
}
else {
/*
** If production has completed, then attempt to have the object exit
@@ -2199,12 +2207,14 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & k
TechnoClass* pending = factory->Get_Object();
if (!pending && factory->Get_Special_Item()) {
Map.IsTargettingMode = SPC_ANY;
} else {
}
else {
BuildingClass* builder = pending->Who_Can_Build_Me(false, false);
if (!builder) {
OutList.Add(EventClass(EventClass::ABANDON, otype, oid));
Speak(VOX_NO_FACTORY);
} else {
}
else {
/*
** If the completed object is a building, then change the
@@ -2214,7 +2224,8 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & k
*/
if (pending->What_Am_I() == RTTI_BUILDING) {
PlayerPtr->Manual_Place(builder, (BuildingClass*)pending);
} else {
}
else {
/*
** For objects that can leave the factory under their own
@@ -2225,18 +2236,21 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & k
}
}
}
} else {
}
else {
if (PlayerPtr->Is_Hack_Prevented(otype, oid)) {
// Eva scolds the player here.
} else {
}
else {
/*
** The factory must have been in a suspended state. Resume construction
** normally.
*/
if (otype == RTTI_INFANTRYTYPE) {
Speak(VOX_TRAINING);
} else {
}
else {
Speak(VOX_BUILDING);
}
OutList.Add(EventClass(EventClass::PRODUCE, Strip->Buildables[index].BuildableType, Strip->Buildables[index].BuildableID));
@@ -2244,11 +2258,13 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & k
}
}
} else {
}
else {
if (PlayerPtr->Is_Hack_Prevented(otype, oid)) {
// Eva scolds the player here.
} else {
}
else {
/*
** If this side strip is already busy with production, then ignore the
@@ -2256,14 +2272,16 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & k
*/
if (otype == RTTI_INFANTRYTYPE) {
Speak(VOX_TRAINING);
} else {
}
else {
Speak(VOX_BUILDING);
}
OutList.Add(EventClass(EventClass::PRODUCE, Strip->Buildables[index].BuildableType, Strip->Buildables[index].BuildableID));
}
}
}
} else {
}
else {
flags = 0;
}
}
@@ -2387,7 +2405,8 @@ bool SidebarClass::StripClass::Abandon_Production(int factory)
Factories.Raw_Ptr(factory)->Abandon();
Buildables[index].Factory = -1;
abandon = true;
} else {
}
else {
if (Buildables[index].Factory != -1) {
noprod = false;
}
@@ -2441,17 +2460,20 @@ void SidebarClass::Zoom_Mode_Control(void)
if (Is_Zoomed() || !Spy_Next_House()) {
Zoom_Mode(Coord_Cell(TacticalCoord));
}
} else {
}
else {
if (!Spying_On_House() && !Is_Player_Names()) {
Player_Names(1);
} else {
}
else {
Player_Names(0);
if (!Spy_Next_House()) {
Zoom_Mode(Coord_Cell(TacticalCoord));
}
}
}
} else {
}
else {
if (Session.Type != GAME_NORMAL) {
Player_Names(Is_Player_Names() == 0);
}
@@ -2468,17 +2490,20 @@ void SidebarClass::Zoom_Mode_Control(void)
if (!Spy_Next_House()) {
Zoom_Mode(Coord_Cell(TacticalCoord));
}
} else {
}
else {
if (!Spying_On_House() && !Is_Player_Names()) {
Player_Names(1);
} else {
}
else {
Player_Names(0);
if (!Spy_Next_House()) {
Zoom_Mode(Coord_Cell(TacticalCoord));
}
}
}
} else {
}
else {
if (Session.Type != GAME_NORMAL) {
Player_Names(Is_Player_Names() == 0);
}
+330 -133
View File
@@ -4,6 +4,33 @@
-- * *
-- *=======================================================*
-- *********************************************************
-- * *
-- * Houses (players) *
-- * *
-- *********************************************************
Houses={
SPAIN=0, -- YELLOW/GOLD
GREECE=1, -- BLUE-GREY
USSR=2, -- RED
ENGLAND=3, -- GREEN
UKRAINE=4, -- ORANGE
GERMANY=5, -- KHAKI/LIGHT BROWN
FRANCE=6, -- AQUA
TURKEY=7, -- RED-OCHRE
GOODGUY=8, -- BLUE-GREY
BADGUY=9, -- RED
NEUTRAL=10, -- YELLOW/GOLD
SPECIAL=11, -- YELLOW/GOLD
MULTI1=12, -- YELLOW/GOLD
MULTI2=13, -- BLUE-GREY
MULTI3=14, -- RED
MULTI4=15, -- GREEN
MULTI5=16, -- ORANGE
MULTI6=17, -- KHAKI/LIGHT BROWN
MULTI7=18, -- AQUA
MULTI8=19 -- RED-OCHRE
}
-- *********************************************************
-- * *
@@ -11,51 +38,53 @@
-- * *
-- *********************************************************
BUILDING_ATEK=0 -- Allied Technology Centre
BUILDING_IRON=1 -- Iron Curtain
BUILDING_WEAP=2 -- Weapons Factory
BUILDING_PDOX=3 -- Chronosphere
BUILDING_PBOX=4 -- Pillbox
BUILDING_HBOX=5 -- Camouflaged Pillbox
BUILDING_DOME=6 -- Radar Dome
BUILDING_GAP =7 -- Gap Generator
BUILDING_GUN =8 -- Gun Turret
BUILDING_AGUN=9 -- Anti-Aircraft Gun
BUILDING_FTUR=10 -- Flame Turret
BUILDING_FACT=11 -- Construction Yard
BUILDING_PROC=12 -- Ore Refinery
BUILDING_SILO=13 -- Ore Silo
BUILDING_HPAD=14 -- Helicopter Pad
BUILDING_SAM =15 -- SAM Site
BUILDING_AFLD=16 -- Airfield
BUILDING_POWR=17 -- Power Plant
BUILDING_APWR=18 -- Advanced Power Plant
BUILDING_STEK=19 -- Soviet Technology Centre
BUILDING_HOSP=20 -- Hospital
BUILDING_BARR=21 -- Barracks (Allied)
BUILDING_TENT=22 -- Barracks (Soviet)
BUILDING_KENN=23 -- Dog Kennel
BUILDING_FIX =24 -- Service Depot
BUILDING_BIO =25 -- Bio-Research Laboratory
BUILDING_MISS=26 -- Technology Centre/Prison
BUILDING_SYRD=27 -- Ship Yard
BUILDING_SPEN=28 -- Sub Pen
BUILDING_MSLO=29 -- Missile Silo
BUILDING_FCOM=30 -- Forward Command Post
BUILDING_TSLA=31 -- Tesla Coil
BUILDING_WEAF=32 -- Fake Weapons Factory
BUILDING_FACF=33 -- Fake Construction Yard
BUILDING_SYRF=34 -- Fake Ship Yard
BUILDING_SPEF=35 -- Fake Sub Pen
BUILDING_DOMF=36 -- Fake Radar Dome
BUILDING_MINV=43 -- Anti-vehicle mine
BUILDING_MINP=44 -- Anti-personnel mine
BuildingTypes={
ATEK=0, -- Allied Technology Centre
IRON=1, -- Iron Curtain
WEAP=2, -- Weapons Factory
PDOX=3, -- Chronosphere
PBOX=4, -- Pillbox
HBOX=5, -- Camouflaged Pillbox
DOME=6, -- Radar Dome
GAP =7, -- Gap Generator
GUN =8, -- Gun Turret
AGUN=9, -- Anti-Aircraft Gun
FTUR=10, -- Flame Turret
FACT=11, -- Construction Yard
PROC=12, -- Ore Refinery
SILO=13, -- Ore Silo
HPAD=14, -- Helicopter Pad
SAM =15, -- SAM Site
AFLD=16, -- Airfield
POWR=17, -- Power Plant
APWR=18, -- Advanced Power Plant
STEK=19, -- Soviet Technology Centre
HOSP=20, -- Hospital
BARR=21, -- Barracks (Allied)
TENT=22, -- Barracks (Soviet)
KENN=23, -- Dog Kennel
FIX =24, -- Service Depot
BIO =25, -- Bio-Research Laboratory
MISS=26, -- Technology Centre/Prison
SYRD=27, -- Ship Yard
SPEN=28, -- Sub Pen
MSLO=29, -- Missile Silo
FCOM=30, -- Forward Command Post
TSLA=31, -- Tesla Coil
WEAF=32, -- Fake Weapons Factory
FACF=33, -- Fake Construction Yard
SYRF=34, -- Fake Ship Yard
SPEF=35, -- Fake Sub Pen
DOMF=36, -- Fake Radar Dome
MINV=43, -- Anti-vehicle mine
MINP=44, -- Anti-personnel mine
-- Counterstrike
BUILDING_QUEE=84 -- Queen ant structure
BUILDING_LAR1=85 -- Ant - single ant larva
BUILDING_LAR2=86 -- Ant - two ant larvae
QUEE=84, -- Queen ant structure
LAR1=85, -- Ant - single ant larva
LAR2=86 -- Ant - two ant larvae
}
-- *********************************************************
-- * *
@@ -63,30 +92,32 @@
-- * *
-- *********************************************************
INFANTRY_E1=0 -- Rifle Infantry
INFANTRY_E2=1 -- Grenadier
INFANTRY_E3=2 -- Rocket Soldier
INFANTRY_E4=3 -- Flamethrower
INFANTRY_E6=4 -- Engineer
INFANTRY_E7=5 -- Tanya
INFANTRY_SPY=6 -- Spy
INFANTRY_THF=7 -- Thief
INFANTRY_MEDI=8 -- Field Medic
INFANTRY_GNRL=9 -- General
INFANTRY_DOG=10 -- Attack Dog
INFANTRY_C1=11 -- Joe
INFANTRY_C2=12 -- Barry
INFANTRY_C3=13 -- Shelly
INFANTRY_C4=14 -- Maria
INFANTRY_C5=15 -- Karen
INFANTRY_C6=16 -- Steve
INFANTRY_C7=17 -- Phil
INFANTRY_C8=18 -- Dwight
INFANTRY_C9=19 -- Erik
INFANTRY_C10=20 -- Scientist
INFANTRY_EINSTEIN=21 -- Prof. Einstein
INFANTRY_DELPHI=22 -- Special 1
INFANTRY_CHAN=23 -- Special 2
InfantryTypes={
E1=0, -- Rifle Infantry
E2=1, -- Grenadier
E3=2, -- Rocket Soldier
E4=3, -- Flamethrower
E6=4, -- Engineer
E7=5, -- Tanya
SPY=6, -- Spy
THF=7, -- Thief
MEDI=8, -- Field Medic
GNRL=9, -- General
DOG=10, -- Attack Dog
C1=11, -- Joe
C2=12, -- Barry
C3=13, -- Shelly
C4=14, -- Maria
C5=15, -- Karen
C6=16, -- Steve
C7=17, -- Phil
C8=18, -- Dwight
C9=19, -- Erik
C10=20, -- Scientist
EINSTEIN=21, -- Prof. Einstein
DELPHI=22, -- Special 1
CHAN=23 -- Special 2
}
-- *********************************************************
-- * *
@@ -94,25 +125,27 @@
-- * *
-- *********************************************************
VEHICLE_4TNK=0 -- Mammoth Tank
VEHICLE_3TNK=1 -- Heavy Tank
VEHICLE_2TNK=2 -- Medium Tank
VEHICLE_1TNK=3 -- Light Tank
VEHICLE_APC=4 -- Armoured Personnel Carrier
VEHICLE_MNLY=5 -- Mine Layer
VEHICLE_JEEP=6 -- Ranger
VEHICLE_HARV=7 -- Ore Truck
VEHICLE_ARTY=8 -- Artillery
VEHICLE_MRJ=9 -- Mobile Radar Jammer
VEHICLE_MGG=10 -- Mobile Gap Generator
VEHICLE_MCV=11 -- Mobile Construction Vehicle
VEHICLE_2VRL=12 -- V2 Rocket Launcher
VEHICLE_TRUK=13 -- Convoy Truck
VehicleTypes={
_4TNK=0, -- Mammoth Tank
_3TNK=1, -- Heavy Tank
_2TNK=2, -- Medium Tank
_1TNK=3, -- Light Tank
APC=4, -- Armoured Personnel Carrier
MNLY=5, -- Mine Layer
JEEP=6, -- Ranger
HARV=7, -- Ore Truck
ARTY=8, -- Artillery
MRJ=9, -- Mobile Radar Jammer
MGG=10, -- Mobile Gap Generator
MCV=11, -- Mobile Construction Vehicle
_2VRL=12, -- V2 Rocket Launcher
TRUK=13, -- Convoy Truck
-- Counterstrike only:
VEHICLE_ANT1=14 -- First ant type
VEHICLE_ANT2=15 -- Second ant type
VEHICLE_ANT3=16 -- Third ant type
ANT1=14, -- First ant type
ANT2=15, -- Second ant type
ANT3=16 -- Third ant type
}
-- *********************************************************
-- * *
@@ -120,77 +153,241 @@
-- * *
-- *********************************************************
AIRCRAFT_TRAN=0 -- Chinook Helicopter
AIRCRAFT_BADR=1 -- Badger Bomber
AIRCRAFT_U2=2 -- Spy Plane
AIRCRAFT_MIG=3 -- MIG Attack Plane
AIRCRAFT_YAK=4 -- Yak Attack Plane
AIRCRAFT_HELI=5 -- Longbow Helicopter
AIRCRAFT_HIND=6 -- Hind Helicopter
AircraftTypes={
TRAN=0, -- Chinook Helicopter
BADR=1, -- Badger Bomber
U2=2, -- Spy Plane
MIG=3, -- MIG Attack Plane
YAK=4, -- Yak Attack Plane
HELI=5, -- Longbow Helicopter
HIND=6 -- Hind Helicopter
}
-- *********************************************************
-- * *
-- * Houses (players) *
-- * Vessels *
-- * *
-- *********************************************************
HOUSE_SPAIN= 0 -- YELLOW/GOLD
HOUSE_GREECE=1 -- BLUE-GREY
HOUSE_USSR=2 -- RED
HOUSE_ENGLAND=3 -- GREEN
HOUSE_UKRAINE=4 -- ORANGE
HOUSE_GERMANY=5 -- KHAKI/LIGHT BROWN
HOUSE_FRANCE=6 -- AQUA
HOUSE_TURKEY=7 -- RED-OCHRE
HOUSE_GOODGUY=8 -- BLUE-GREY
HOUSE_BADGUY=9 -- RED
HOUSE_NEUTRAL=10 -- YELLOW/GOLD
HOUSE_SPECIAL=11 -- YELLOW/GOLD
HOUSE_MULTI1=12 -- YELLOW/GOLD
HOUSE_MULTI2=13 -- BLUE-GREY
HOUSE_MULTI3=14 -- RED
HOUSE_MULTI4=15 -- GREEN
HOUSE_MULTI5=16 -- ORANGE
HOUSE_MULTI6=17 -- KHAKI/LIGHT BROWN
HOUSE_MULTI7=18 -- AQUA
HOUSE_MULTI8=19 -- RED-OCHRE
VesselTypes={
SS=0, -- Submarine
DD=1, -- Destroyer
CA=2, -- Cruiser
LST=3, -- Land Sea Tank (transport)
PT=4 -- Gun Boat
}
-- *********************************************************
-- * *
-- * Armor Types *
-- * *
-- *********************************************************
ArmorTypes={
NONE=0,
WOOD=1,
ALUMINUM=2,
STEEL=3,
CONCRETE=4
}
-- *********************************************************
-- * *
-- * Weapon Types *
-- * *
-- *********************************************************
WeaponTypes={
NONE=-1,
COLT45=0,
ACK_ACK=1,
VULCAN=2,
MAVERICK=3,
CAMERA=4,
FIREBALL=5,
RIFLE=6,
CHAIN_GUN=7,
PISTOL=8,
M16=9,
DRAGON=10,
HELLFIRE=11,
GRENADE=12,
_75MM=13,
_90MM=14,
_105MM=15,
_120MM=16,
TURRET_GUN=17,
MAMMOTH_TUSK=18,
_155MM=19,
M60MG=20,
NAPALM=21,
TESLA_ZAP=22,
NIKE=23,
_8INCH=24,
STINGER=25,
TORPEDO=26,
_2INCH=27,
DEPTH_CHARGE=28,
PARA_BOMB=29,
DOGJAW=30,
HEAL=31,
SCUD=32,
FLAMER=33,
REDEYE=34
}
-- *********************************************************
-- * *
-- * Special weapons *
-- * *
-- *********************************************************
SPECIAL_WEAPON_SONAR=0
SPECIAL_WEAPON_NUKE=1
SPECIAL_WEAPON_CHRONO=2
SPECIAL_WEAPON_PARABOMB=3
SPECIAL_WEAPON_PARATROOPS=4
SPECIAL_WEAPON_SPY_PLANE=5
SPECIAL_WEAPON_IRON_CURTAIN=6
SPECIAL_WEAPON_GPS=7
SpecialWeapons={
Sonar=0,
Nuke=1,
Chrono=2,
Parabomb=3,
Paratroops=4,
SpyPlane=5,
IronCurtain=6,
GPS=7
}
-- *********************************************************
-- * *
-- * Target types (for use with DesignatePreferredTarget) *
-- * *
-- *********************************************************
TARGET_TYPE_ANYTHING=1
TARGET_TYPE_BUILDINGS=2
TARGET_TYPE_HARVESTERS=3
TARGET_TYPE_INFANTRY=4
TARGET_TYPE_VEHICLES=5
TARGET_TYPE_SHIPS=6
TARGET_TYPE_FACTORIES=7
TARGET_TYPE_BASE_DEFENCES=8
TARGET_TYPE_BASE_THREATS=9
TARGET_TYPE_POWER=10
TARGET_TYPE_FAKE_BUILDINGS=11
TargetTypes={
Anything=1,
Buildings=2,
Harvesters=3,
Infantry=4,
Vehicles=5,
Ships=6,
Factories=7,
BaseDefences=8,
BaseThreats=9,
Power=10,
FakeBuildings=11
}
-- *********************************************************
-- * *
-- * Trigger persistance *
-- * *
-- *********************************************************
TRIGGER_VOLATILE=0
TRIGGER_SEMI_PERSISTENT=1
TRIGGER_PERSISTENT=2
PersistenceTypes={
Volatile=0,
SemiPersistent=1,
Persistent=2
}
-- *********************************************************
-- * *
-- * Obejct Attributes *
-- * *
-- *********************************************************
ObjectAttributes = {
Type=0,
Strength=1, -- Object attribute
MaxStrength=2, -- Definition attribute
Cost=3, -- Definition attribute
SightRange=4, -- Definition attribute
TechLevel=5, -- Definition attribute
Armor=6,
PrimaryWeapon=7,
SecondaryWeapon=8,
Speed=9,
MaxSpeed=10,
MaxAmmo=11,
RotationSpeed=12,
IsCrushable=13,
IsStealthy=14,
IsSelectable=15,
IsLegalTarget=16,
IsRepairable=17,
IsSelfHealing=18,
Explodes=19,
HasCrew=20,
MaxPassengers=21,
IsRepairing=22,
-- Building Specific
Capacity=23,
Power=24,
Sellable=25,
-- Unit Specific
IsCrateGoodie=26,
IsCrusher=27,
IsHarvest=28,
IsRadarEquipped=29,
IsJammer=30,
IsGapper=31,
-- Infantry Specific
IsFemale=32,
Capture=33,
IsFraidyCat=34,
IsCivilian=35,
IsBomber=36,
IsDog=37
}
-- *********************************************************
-- * *
-- * House Attributes *
-- * *
-- *********************************************************
HouseAttributes = {
IQ = 0,
TechLevel =1,
IsHuman=2,
FirepowerBias=3,
GroundspeedBias=4,
ArmorBias=5,
ROFBias=6,
CostBias=7,
RepairDelay=8,
BuildDelay=9,
Started=10,
Alerted=11,
BaseBuilding=12,
Discovered=13,
Capacity=14,
Tiberium=15,
Credits=16,
AlertTimer=17,
RepairTimer=18,
Points=19,
DestroyedBuildings=20,
DestroyedVehicles=21,
DestroyedInfantry=22,
DestroyedAircraft=23,
DestroyedVessels=24,
CapturedBuildings=25,
Crates=26,
BuildingFactories=27,
VehicleFactories=28,
InfantryFactories=29,
AircraftFactories=30,
VesselFactories=31,
Power=32,
Drain=33,
LastAttacker=34
}
-- *********************************************************
-- * *
-- * Fear Type Attribute Values *
-- * *
-- *********************************************************
FearTypes={
None=0, -- No fear at all (default state).
Anxious=10, -- Something makes them scared.
Scared=100, -- Scared enough to take cover.
Panic=200, -- Run away! Run away!
Maximum=255 -- Scared to death.
}