mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-12 08:00:55 +02:00
+6
-5
@@ -8,11 +8,12 @@
|
||||
/fonts
|
||||
/sound
|
||||
/ui
|
||||
/*.mix
|
||||
/*.pal
|
||||
/*.ini
|
||||
/*.exe
|
||||
/*.ilk
|
||||
/*.dat
|
||||
/savegame*
|
||||
/*.MIX
|
||||
/*.PAL
|
||||
/*.INI
|
||||
/*.DAT
|
||||
/SAVEGAME*
|
||||
|
||||
/cache
|
||||
|
||||
+3
-1
@@ -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)
|
||||
|
||||
@@ -743,7 +743,7 @@ void Keyboard_Process(KeyNumType & input)
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||||
** Center the map about the construction yard or construction vehicle
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||||
** if one is present.
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||||
*/
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||||
if (key != 0 && key == VK_H) {
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||||
if (key != 0 && key == Options.KeyBase) {
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||||
Unselect_All();
|
||||
if (PlayerPtr->CurBuildings) {
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||||
for (index = 0; index < Buildings.Count(); index++) {
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||||
@@ -875,19 +875,19 @@ void Keyboard_Process(KeyNumType & input)
|
||||
** Scrolls the tactical map in the direction specified.
|
||||
*/
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||||
int distance = CELL_LEPTON_W;
|
||||
if (key != 0 && key == VK_LEFT) {
|
||||
if (key != 0 && key == KN_LEFT) {
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Map.Scroll_Map(DIR_W, distance, true);
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input = KN_NONE;
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||||
}
|
||||
if (key != 0 && key == VK_RIGHT) {
|
||||
if (key != 0 && key == KN_RIGHT) {
|
||||
Map.Scroll_Map(DIR_E, distance, true);
|
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input = KN_NONE;
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||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -277,7 +277,7 @@ class DisplayClass: public MapClass
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||||
*/
|
||||
class TacticalClass : public GadgetClass {
|
||||
public:
|
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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
@@ -253,39 +253,8 @@ int EditClass::Action(unsigned flags, KeyNumType & key)
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||||
} else {
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||||
#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)
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||||
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:
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||||
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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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. *
|
||||
* *
|
||||
|
||||
@@ -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.
|
||||
*/
|
||||
|
||||
@@ -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
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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; }
|
||||
};
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
@@ -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
@@ -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;
|
||||
|
||||
|
||||
|
||||
+3364
-45
File diff suppressed because it is too large
Load Diff
+117
-1
@@ -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
|
||||
@@ -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
@@ -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);
|
||||
|
||||
@@ -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
@@ -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
@@ -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.
|
||||
}
|
||||
Reference in New Issue
Block a user